• Title/Summary/Keyword: action-adventure game

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A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.