• Title/Summary/Keyword: Game Scenario

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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 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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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.

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'.

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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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

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.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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