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World Of Warcraft 071015 The Game World Of Mmorpg

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"컴퓨터 게임 세미나 The Game World of MMORPG 2007.10.15 IE Lab of Division of Media, Ajou University 오규환(drghoh@ajou.ac.kr) 오규환(drghoh@ajou.ac.kr) Division of Media, Ajou Univ. Interactive Entertainment Lab. 컴퓨터 게임 세미나 Table of Contents • • • • • Introduction The Game World Contents Making by Players Dynamic Game World Conclusions Division of Media, Ajou Univ. Interactive Entertainment Lab. 2 1 서론 컴퓨터 게임 세미나 Introduction • The Lecturer • Contents Race Problem – – – – – – – – Concept of MMORPG The Content Race Problem Motivation Static contents Dynamic contents A new world model for the next generation MMRPG Bartle’s investigations Bartle’ MMORPG Life Cycle • Static and Dynamic Contents • Why People Play Computer Game Division of Media, Ajou Univ. Interactive Entertainment Lab. 3 서론 컴퓨터 게임 세미나 The Lecturer Legend of Darkness (Korea) 闇の伝説 (Japan) Legend of Darkness (Singapore) Darkages (USA) The Kingdom of Wind (Korea) Elancia (Korea) Asgard (Korea) Asgard(神之领域) (China) Division of Media, Ajou Univ. Interactive Entertainment Lab. 4 2 서론 컴퓨터 게임 세미나 Introduction • The Lecturer • Contents Race Problem – – – – – – – – MMORPG The Content Race Problem Motivation Static contents Dynamic contents A new world model for the next generation MMRPG Bartle’s investigations Bartle’ MMORPG Life Cycle • Static and Dynamic Contents • Why People Play Computer Game Division of Media, Ajou Univ. Interactive Entertainment Lab. 5 컴퓨터 게임 세미나 Content Race Problem • MMORPG – Massively Multiplayer Online Role Playing Game – RPG where a large number of players share a (virtual) game world with their characters. – The characters Interact with the game world and each other Division of Media, Ajou Univ. Interactive Entertainment Lab. 6 3 컴퓨터 게임 세미나 Content Race Problem* cont. • Effective content creation (Raph Koster)* (Raph Koster) Content Creation Rate * No. of Developers >= Content Consumption Rate • Contents consumption in MMOG – Hard to difficult to resolve the content race problem. – In MMORPG, • Content consumption rate increases in proportions to the number of connected players in the game * Raph Koster’s Website : http://www.legendmud.org/raph/gaming/contentcreation.html Division of Media, Ajou Univ. Interactive Entertainment Lab. 7 컴퓨터 게임 세미나 Content Race Problem : Motivation • The Point – How do we create new contents for MMORPG, effectively ? • Benefits – Developer : Effective content creation/modification – Player : Interesting game play, to have immersion into the game Division of Media, Ajou Univ. Interactive Entertainment Lab. 8 4 서론 컴퓨터 게임 세미나 Introduction • The Lecturer • Contents Race Problem – – – – – – – – MMORPG The Content Race Problem Motivation Static contents Dynamic contents A new world model for the next generation MMRPG Bartle’s investigations Bartle’ MMORPG Life Cycle • Static and Dynamic Contents • Why People Play Computer Game Division of Media, Ajou Univ. Interactive Entertainment Lab. 9 컴퓨터 게임 세미나 Static and Dynamic Contents • Static contents – – – Roads, Indicators, Structures Existence, Predictable contents, Need of large amount of updates Mabinogi online (NEXON) Final Fantasy XI (SquareEnix) Granado Esapada (imcGAMES) Division of Media, Ajou Univ. Interactive Entertainment Lab. 10 5 컴퓨터 게임 세미나 Static v.s. Dynamic Contents cont. • Dynamic contents – – – Faction, PvP System, Guild system Providing not fixed game play Unpredictable, Exciting Legend of Darkness (NEXON) World of Warcraft (Blizzard Entertainment.) Division of Media, Ajou Univ. Interactive Entertainment Lab. 11 컴퓨터 게임 세미나 Static v.s. Dynamic Contents cont. • Rich Vogel – Creating the Right Mix of Static Versus Dynamic Content in a Massively Multiplayer Game (GDC 2004) – 70% static, 30% dynamic would be the right mixture in MMORPG. Division of Media, Ajou Univ. Interactive Entertainment Lab. 12 6 컴퓨터 게임 세미나 Static v.s. Dynamic Contents cont. • Contents making by players – Contents that a player shapes the face and changes the state of the game world – More active participation in the game The Kingdom of Winds (NEXON) World of Warcraft (Blizzard Entertainment) Mabinogi online (NEXON) Division of Media, Ajou Univ. Interactive Entertainment Lab. 13 컴퓨터 게임 세미나 Static v.s. Dynamic World • Static game world Legend of Darkness (NEXON) Division of Media, Ajou Univ. Interactive Entertainment Lab. 14 7 컴퓨터 게임 세미나 Static v.s. Dynamic World cont. • Dynamic game world Legend of Darkness (NEXON) Mabinogi Online (NEXON) Division of Media, Ajou Univ. Interactive Entertainment Lab. 15 컴퓨터 게임 세미나 Static v.s. Dynamic World cont. • Dynamic game world World of Warcraft (Blizzard Entertainment.) – Mainly focusing on visual changes – To give players more immersion, the game world has to tightly interact with the players Division of Media, Ajou Univ. Interactive Entertainment Lab. 16 8 컴퓨터 게임 세미나 Inspiration • MMORPG for the next generation – Right mixture of static/dynamic contents and static/dynamic game world – Game Contents • Static game contents • Dynamic game contents • User Created Contents (Contents Making by Players) – Game World • Static game world • Dynamic game world Division of Media, Ajou Univ. Interactive Entertainment Lab. 17 서론 컴퓨터 게임 세미나 Introduction • The Lecturer • Contents Race Problem – – – – – – – – MMORPG The Content Race Problem Motivation Static contents Dynamic contents A new world model for the next generation MMRPG Bartle’s investigations Bartle’ MMORPG Life Cycle • Static and Dynamic Contents • Why People Play Computer Game Division of Media, Ajou Univ. Interactive Entertainment Lab. 18 9 컴퓨터 게임 세미나 Bartle’s Investigations* • MMORPG player types Acting •Enjoy acting on other players to dominate them either through bullying or politicking •Enjoy acting on the world and typically gamers, playing to ‘win’ Killers Achievers World Players Socializers •Enjoy interacting on other players and spending a lot of their time ‘chatting’ Explorers •Enjoy interacting with the world and delight in discovery Interacting * Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUD”, available online at Division of Media, Ajou Univ. “http://www.mud.co.uk/richard/hdcs.htm” Interactive Entertainment Lab. 19 컴퓨터 게임 세미나 Bartle’s Investigations cont. • What’s your game play style ? * What’ • 크하하하하!! • 이런 겁쟁이를 봣나! • 감히 날 쳤어 ? Acting • ‘xxx’ 게이머 보신 분, 제보 바랍니 다 • 전쟁이다 • 나 바쁜데.. • 그래 도와주겠어, 도와주면 뭐 해 줄건데? • 다음주에는 랭킹이 상승할 거 같 아 Killers (殺人型) Socializers (社交型) Players Players Achievers (成就型) World Explorers (冒險型) • 오늘 남자친구하고 대판 싸웠거든 • 갈드 모임 한번 할까요 ? • 어머! 저런 어떡하니? • 이 근처가 이 근방에서 가장 경치 가 좋은 곳이야. • 그 퀘스트를 아직 못해 봤어 ? 이 런, 드래곤에게 대륙의 역사를 들 을 수 있는 몇 안 되는 퀘스트라고.. Interacting * http://www.gamemeca.com/news/special_view.html?seq=1011&page=6&search_text=&sort_type=&subpage=1 Division of Media, Ajou Univ. Interactive Entertainment Lab. 20 10 컴퓨터 게임 세미나 Bartle’s Investigations cont. • Survey Results* Acting 70 65 60 55 50 45 … 57% 59% 63% 58% 53% Killers Players Socializers Achievers World Explorers 0 Ultima Online EverQuest Asheron’s Call Darkage of Camelrot Anachy Online Interacting (Explorers + Achievers) • Players are really interested in exploring in the world and interacting with the world • Currently, the game world mostly remains static. * Jessica Mulligan & Bridgette Patrovsky, Developing Online Games : An Insider’s Guide, New Rider, 2003 Division of Media, Ajou Univ. Interactive Entertainment Lab. 21 컴퓨터 게임 세미나 Current MMORPG Life Model • Characterization Level achievement Character advancement (level) Amount of game contents (things to explorer for each level) – Length : level achievement period • Large level achievement period(400 ~ 500 hours). – Volume : quantity of contents • Lack of customized contents for each level • Acceleration of leveling treadmill Division of Media, Ajou Univ. Interactive Entertainment Lab. 22 11 컴퓨터 게임 세미나 Current MMORPG Life Model cont. • Character advancement 4500000 4000000 3500000 3000000 2500000 2000000 1500000 1000000 500000 0 1 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61 5000000000 4500000000 4000000000 3500000000 3000000000 2500000000 2000000000 1500000000 1000000000 500000000 0 1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 Level Cumulative Exp Level Cumulative X P World of Warcraft (Blizzard Entertainment)* 140,000,000 120,000,000 Lineage II (NCSOFT) – Eve Online (CCP) • 10,794 days for training all skills (EVEMon (EVEMon testing) about 2 months to reach level of 70 if you play 5 hours a day (survey of EQ2 players in Korea) 100,000,000 80,000,000 60,000,000 40,000,000 20,000,000 0 1 2 3 4 5 6 Level 7 8 명성치 9 10 11 12 – EQ2 (Sony Online Entertainment) • Asgard (NEXON) * http://wow.allakhazam.com/db/guides.html?guide=362 Division of Media, Ajou Univ. Interactive Entertainment Lab. 23 컴퓨터 게임 세미나 Current MMORPG Design Model cont. • Extending MMORPG life cycle Leveling(Class A) Leveling(Class B) Leveling(Class C) Exploration Community Rebirth Rebirth Rebirth • Expanding total (static contents) volume – Limitation of increasing the volume • Developing period, updating period, human resources, developing costs, Hardware capabilities, Division of Media, Ajou Univ. Interactive Entertainment Lab. 24 12 컴퓨터 게임 세미나 Needs of New MMORPG System • Limitations on a view of a player’s side player’ – Game play based on leveling treadmill – Lack of interaction between players and the game world • Limitations on a view of a developer’s side developer’ – Difficulty of having good game balance as the game gets older – Burden of contents update • More things to do for the advance in technology – – – – – – High bandwidth internet connection More sophisticated real time graphics technologies Advances in server-side processing technologies serverHigh development costs and risks for successful launching Over-saturated and competitive game market OverPlayer’s expectation level Player’ • Game development market Division of Media, Ajou Univ. Interactive Entertainment Lab. 25 컴퓨터 게임 세미나 Two Main Issues in the Seminar • Contents making by players – – – – – Adding, modifying, and creating contents into the game world by players. Alternatives to the content consumption problem in MMORPG World changing by a player’s behavior. player’ Reaction of the game world against the player’s activities player’ Immersive environment to players • Dynamic game world Division of Media, Ajou Univ. Interactive Entertainment Lab. 26 13 컴퓨터 게임 세미나 Table of Contents • Introduction • The Game World – – Concept of the Game world Characteristics • Persistent World • Volatile World • Shared World • Contents Making by Players • Dynamic Game World • Conclusions Division of Media, Ajou Univ. Interactive Entertainment Lab. 27 컴퓨터 게임 세미나 The (Online) Game World The World* A place inhabited by human beings The Game World (Narrow view) A virtual place where playercharacters live Chaim Gingold** Consisting of many elements including rules, space, character, time, behavior, story A virtual environment including many elements such as space, story, and rules where various interactions take place for player-characters The Game World • http://en.wikipedia.org/wiki/World ** Chaim Gingold. Miniature Gardens & Magic Crayons: Games, Space, & Worlds. Master Thesis, School of Literature, Culture, & Communication, Georgia Institute of Technology, 2003 Division of Media, Ajou Univ. Interactive Entertainment Lab. 28 14 컴퓨터 게임 세미나 Characterization of the World • • • Persistent World Volatile World Shared World Division of Media, Ajou Univ. Interactive Entertainment Lab. 29 컴퓨터 게임 세미나 Persistence • Persistent world – The game world is persistent regardless of a player’s connection player’ – A player’s account data remains persistent regardless of it’s player’ it’ connection Story •Difficult to have narrative structure like a single-player RPG. Player’s role •Lack of story line that a player has to perform with Game play •Need to give a player challengeable missions, continuously since the game has no end. Division of Media, Ajou Univ. Interactive Entertainment Lab. 30 15 컴퓨터 게임 세미나 Volatile Property • Volatile World – When the game server reboots, it rolls back to a prior stable state state – In the case, some data concerning players’ activities which are players’ stored in the memory may be disappeared in the game server. – It depends on the server design strategy “Money Trail” by players In Legend of Darkness (NEXON) Division of Media, Ajou Univ. Interactive Entertainment Lab. 31 컴퓨터 게임 세미나 Shared World • Shared world – Various Interactions • A player v.s. computer v.s. • A player v.s. game v.s. • A player v.s. another player v.s. – – – A player v.s. another player v.s. A player v.s. a group of players v.s. A group of players v.s. another group of players v.s. Interaction between a player and other players Sharing all the resources in the game Interaction between players and objects in the game Division of Media, Ajou Univ. Interactive Entertainment Lab. Difficulty of designing a quest or a story for only one player. 32 16 컴퓨터 게임 세미나 Shared World cont. • Example : an event in Legend of Darkness (NEXON) – the story is motivated from “A little match girl” by Hans Christian girl” Andersen – Help the match girl who is stolen all her matches Help the girl who are stolen the matches Encountering the girl who are crying Uncle Matthau says, “take five sprigs” Gathering the sprigs Several days Later.. Giving the matches to the girl (NO REWARD!). Encountering the “Christmas Tree”. If the player helps the girl, the tree gives some reward Division of Media, Ajou Univ. Interactive Entertainment Lab. … 33 컴퓨터 게임 세미나 Table of Contents • • • Introduction The Game World Contents Making by Players – – Contents modification by players Contents addition by players • Dynamic Game World • Conclusions Division of Media, Ajou Univ. Interactive Entertainment Lab. 34 17 컴퓨터 게임 세미나 Contents Making by Players • Characteristics – UCC (User Created Content) in MMORPG – An effective way of raising content creation rate. – Raising attachment to the game • Player-created contents remains in the game world Player- • Classification – – Contents modification by players Contents addition by players Division of Media, Ajou Univ. Interactive Entertainment Lab. 35 컴퓨터 게임 세미나 Classification • Contents modification – Modification of shape of the game world or states of the game contents by players’ activities players’ Player Action Game world Feedback Change Game rules/states – Examples : factions, political, social, and economic activities • Contents addition – Creation of new contents in the game world by players’ activities. players’ Player Action Contents Addition Game World – Examples : structures, housing, quest creation, contents creation Division of Media, Ajou Univ. Interactive Entertainment Lab. 36 18 컴퓨터 게임 세미나 Contents Modification : Faction • Factions – Groups of positive relationships, groups of negative relationships relationships – Relations between those groups. – Providing a sense of belonging with players and interacting with the game world that makes players to have experiencing social activities in the game Factions between players and other players •Relations between a group of player-characters and another groups of playercharacters. •Deriving interesting interactions between such groups through cooperation and competition. •WOW : factions between Horde and Alliance Factions between NPCs and players •Relations between NPCs and player-characters •EverQuest, WOW : NPC ? Monster ? Factions between NPC and another NPC •Relations between NPCs Division of Media, Ajou Univ. Interactive Entertainment Lab. 37 컴퓨터 게임 세미나 Contents Modification : Politics • Political, economic activities – Changing the game states in the world by a player’s political or player’ economic activities Constructions • Examples : StarWars Galaxies, Shadow Bane • Town construction by players Election • Examples : GoonZu Online, election of a town chief and the master of the server Guild Activities • Examples : Lineage, Lineage II • Election of the leader • Controlling tax rate by the owner of a castle • http://global.goonzu.com Division of Media, Ajou Univ. Interactive Entertainment Lab. 38 19 컴퓨터 게임 세미나 Contents Modification : Economy • Economic activities by players – Microscopic view: Item crafting by players view: – Macroscopic view: price change by players’ economic activities view: players’ Item crafting • Player-customized item crafting Price change • Price change by players’ economic activities Misc. • Uncharted Waters Online : trading between resigns due to price difference • GoonZu Online : the player with most shares becomes the town chief Division of Media, Ajou Univ. Interactive Entertainment Lab. 39 컴퓨터 게임 세미나 Contents Modification : Economy cont. • Case Study : Economy system in Eve Online* – – Player-run economy. PlayerEscrow * http://www.eve-online.com/ Division of Media, Ajou Univ. Interactive Entertainment Lab. 40 20 기존 월드 변경 사례 분석 : 콘텐츠의 추가 - 구조물 컴퓨터 게임 세미나 Contents Addition : Structures • Structures – Player-added structures in the game world Player– Examples • Mabinogi Online : “Guild stones” stones” • Starwars Galaxies, Shadowbane : castles, towns, city halls Galaxies, “Guild stones” in Mabinogi online (NEXON) City structures in in Starwars Galaxies (Sony Online Entertainment) Building a castle in Shadowbane (Wolfpack Studios ) Division of Media, Ajou Univ. Interactive Entertainment Lab. 41 컴퓨터 게임 세미나 Contents Addition : Housing • Housing – Game contents that can build structures including houses, cities, cities, towns, and castles. Houses in Mabinogi online House in EverQuest II “Housing Zone” in Dark Age of Camelot Houses in The Kingdom of Winds Division of Media, Ajou Univ. Interactive Entertainment Lab. 42 21 컴퓨터 게임 세미나 Contents Addition : Housing cont. Ultima online Accessibility Decoration Functionality Community Low High Middle Low DAoC Middle High Middle Low Starwars Galaxies Middle High Middle Middle EverQuest I..."

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World Of Warcraft 071015 The Game World Of Mmorpg

World of Warcraft, often referred to as WoW, is a massively multiplayer online role-playing game (MMORPG). It is Blizzard Entertainment's fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994. World of Warcraft takes place within the...
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