• Title/Summary/Keyword: mmorpg

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Design of Dynamic Map-Divide System for Load Distribution of MMORPG (Massively Multi-player Online Role Playing Game) (MMORPG 부하 분산을 위한 동적 맵 분할 시스템 설계)

  • Lee Jeongjin;Doo Gilsoo;Ann Dongun;Chung Seungjong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.802-804
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    • 2005
  • 오늘날의 대규모 온라인 네트워크 게임은 동시에 수만에서 수십만 명이 접속하여 게임을 즐기는 서버/클라이언트 개념을 사용하고 있다. 접속하는 클라이언트의 수가 증가함에 따라 서버에서 다수의 클라이언트 유저를 지원하기 위해서는 게임 서버가 이를 처리할 수 있어야 한다. 이를 위해 게임서버 구조에 대한 연구들이 이루어지고 있다. 하지만 현재까지의 많은 서버들이 유동적인 클라이언트를 정적인 시스템으로 대처하기엔 문제점을 가지고 있다. 본 논문에서는 기존 게임서버에서 부하 분산방식의 구조적 단점을 보완하고, 부하를 최소화 할 수 있는 동적 부하 분산 방법을 제안한다.

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Traffic Comparison of a Series of MMORPGs

  • Kim, Jae-Cheol;Kim, In-Taek;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2006.05a
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    • pp.233-240
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    • 2006
  • This paper measures and compares the traffic of a series of Massively Multiplayer On-line Role Playing Games(MMORPG). The target games are 'Lineage' and 'Lineage II' developed by NCsoft, which are ones of the world's largest MMORPGs in terms of the number of concurrent users. We collected about 1 tera bytes of packets of 'Lineage II' for four days including a weekend. These packets are analyzed and compared with those of 'Lineage.' Packet size, packet inter-arrival time, and bandwidth usage are compared. The traffic of the two games shows much difference because original 'Lineage' is a kind of 2-D based MMORPG, while 'Lineage II' is 3-D based. By comparing the characteristics of the traffic of these games, we can anticipate future needs of network and game structure.

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Game-type as Metaverse System for Problem Based Learning Classes

  • Sung-Jun, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.211-221
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    • 2023
  • After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.

A Case Study on the Development of Game Play for Casual Sports Games : Focusing on "FreeStyle2," (캐쥬얼 스포츠게임 게임플레이 개발 사례 연구 : '프리스타일2'를 중심으로)

  • Kim, Jung-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.617-620
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    • 2021
  • 우리나라는 온라인 게임 개발의 글로벌 리더로서 MMORPG 장르와 캐주얼 아케이드 장르를 중심으로 다양한 게임을 만들어왔다. 하지만 MMORPG와 캐주얼 아케이드 게임의 과도한 경쟁은 장르의 편중 현상을 가져오게 되었고, 신선하고 새로운 재미를 기대하는 플레이어들의 요구와 결합하여 FPS(First Person Shooting) 장르나 스포츠 게임 장르 등의 새로운 장르 게임에 대한 연구와 개발로 이어졌다. 이러한 시대적 흐름 속에 대한민국 스포츠게임 개발 선구자인 조이시티는 길거리 농구 게임인 '프리스타일'을 개발하여 엄청난 화제를 불러일으켰고, 많은 개발사 및 개발자들에게 큰 영감을 선사하였다. 프리스타일의 후속작인 프리스타일2는 길거리 농구 게임의 재미를 더욱 현실감 있게 제공하고자 개발된 캐주얼 스포츠 장르 게임으로, 본 논문에서는 프리스타일2의 게임플레이 개발 사례를 통해 캐주얼 스포츠 장르의 개발 방법에 대한 한 예를 제시하고자 한다.

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Game review- ‘화염과 폭발’테마의 SF액션 MMORPG

  • Park, In-O
    • Digital Contents
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    • no.2 s.129
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    • pp.80-85
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    • 2004
  • 기존의 대다수 온라인 게임들이‘검과 마법’이라는 중세 판타지식 소재로 대변된다면, RF 온라인은‘화염과 폭발’이라는 현대식 소재로 대변되는 게임이라 할 수 있다. 즉 SF 판타지적 사고에서 접근한 게임이 바로 RF 온라인이다.

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Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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A Study on a MMORPG Battle Simulator with Input of Rules (룰 입력을 통한 MMORPG전투 시뮬레이터에 관한 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.97-103
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    • 2007
  • Battles between players and monsters are considered to be the core issues of RPG games, and they are something that effects the players the most when it comes to thinking whether that particular game is fun or not. Even though MMORPGs have enabled RPGs to get out of the repetitiveness into unlimited possibility of expandability and capability of modification of game plays, essential game play process remains still important - the basic battle between the player and the monsters. In this research, we made a simulator to simulate the process of the battles to estimate results of battles by pre-testing the battles with setting up the experience values of players and monsters using formulae needed for the battle systems at the beginning of game development. It can be utilized at a tester to find out a better configuration of monsters in the maps for better optimization of time and efficiency of the battles to satisfy the game planning.

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