• Title/Summary/Keyword: Game Scenario

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A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

The consideration of the speciality of game scenario writer (게임시나리오작가의 특수성에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.84-91
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    • 2002
  • The big difference of game scenario writers from ordinary scenario writers is the creativity of interactive game element. Game scenario writers should complete scenario form before making conti of game production, develop new item that is the essence of game and be able to write mulit-scenario for diverse story developments. Also, he should have the ability to advise on effective arrangement for sound effect to game designer.

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A study concerning the technicality of game scenario writing (게임시나리오의 전문성에 관한 연구)

  • Lee Jea-Hong
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.37-48
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    • 2005
  • Gaming is a high value-added industry. In order to promote the gaming industry, there must be more scenario writers in the position of quality control. However, the reality in Korea is that there are not enough game scenario writers or work available. That is because traditional scenario writers cannot easily enter the game scenario field due to the unique techniques involved In game scenario writing, which differs from traditional film scenario work. The purpose of this thesis is to examine the unique skills and technicalities evident in game scenarios based upon theories studied so far. Hopefully, this thesis will give a better understanding of the significance of using game scenario writers to schools and companies.

Design and Implementation of Game Scenario Editor (게임 시나리오 편집기의 설계와 구현)

  • Park, Won-Sub;Hong, Hyun-Ki;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.115-125
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    • 2010
  • In the field of game design, scenarios are essential part. But general-purpose tools for production of game scenarios have not been developed yet. In order to solve these problems, we studied the difference between game scenarios and other scenarios and analyzed scenario UCC(User Created Contents) and created suitable forms of game scenarios. To make OSMU(One Source Multi Use) easier, we use XML-based format of game scenario. To verify the possibility for practical application of XML-based format, we wrote a game scenario with scenario editor that we made and applied it to scenario-based game 'FEEL Online'.

A Development of Game Scenario Authoring Tool (게임 시나리오 저작도구의 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.29-39
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    • 2009
  • Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.

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A MMORPG Game Scenario Development with Script DB (스크립트 DB를 이용한 MMORPG의 게임 시나리오 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.89-95
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    • 2006
  • The game has both directionalities that users are to choose and act accordingly. In this regard, the game scenario goes beyond just conveying the story, and trains users and guide them in playing the Same. However, this Same scenario is huge in size and every event is linked with each other so that it was rather difficult to have it made in practice. A study proposes that a script, the minimum unit, is built into a database, and based on which, quests are made, then the resulting quests are built back into a database. Scripts are classified into text, graphic and sound type and these are positioned in accordance with the quest structure. With this method, one can re-use the existing scenarios and can overcome the negatives of irregular qualities of scenarios.

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The Case Study on Interactive Elements of the Game Scenario (게임시나리오의 인터랙티브요소의 유형 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.85-96
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    • 2002
  • The future of the game industry depends on developing contents. Especially a high level game needs all kinds of scenarios. Therefore, it is important to popularize writing game scenarios. Scientific scenario study is also needed to educate talented scenario writers and game designers. This is a case study on interactive elements of the game scenario, such as items, puzzles, and events. In conclusion, when these interactive elements becoming smoothly one parts of the game the game is now perfectly finished, rather than disturbing the process of the game story. I hope that this study is some helpful to game developers.

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A study on the planing of game scenario (게임시나리오 기획에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.12-18
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    • 2003
  • A good game comes from an original and unique scenario. Game development must precede with the game's scenario because this is where the contents of the game are expressed. Scenario planing brings the result of the game scenario. scenario planning is the draft for game development. The circumstances of gaming today, from the company which produce games to the academic world which educate game development, do not have planning for their game scenarios. A habit that many Korean game developers have is to just insert a rough scenario into a game or even worse no proper form for one at all. The Purpose of this book is to simply search for a scenario planning method and suggest the contents for game planning. paper, we researched technical considerations in initial game software planning, focusing on platform, game engine, game service, network infrastructure.

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Representation Model of Spatio-Temporal Formalization for Game Scenario (게임 시나리오의 시공간 정형화 표현 모델)

  • 성해경;김달중;하수철
    • Proceedings of the Korean Information Science Society Conference
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    • pp.286-288
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    • 1999
  • 기존의 시공간 동기화에 대한 연구는 대부분 멀티미디어 객체의 시간 동기화와 공간 동기화에 관한 연구가 이루어져 왔다. 또한 시나리오의 시간적 정형화 표현 연구는 멀티미디어 객체의 프리젠테이션에 중점을 두었다. 본 논문은 기존의 연구를 바탕으로 게임 공간상의 객체 표현에 있어서 게임 시나리오를 기반으로 동기화 표현에 관한 연구이다. 본 논문에서는 새로 제안된 시간과 공간, 시공간 언명을 게임 시나리오에 적용하여 시공간 동기화에 대한 통합 방법을 표현하고자 한다. 또한, 시간과 공간, 시공간 공식의 언명을 시공간 동기화 표현 모델로 제시하여 정형화된 표현법으로 나타내었다.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.