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모바일 RPG 게임의 자동전투 시스템 연구

Title
모바일 RPG 게임의 자동전투 시스템 연구
Other Titles
Study of Automatic Combat System in Mobile RPG Game
Author
이규복
Alternative Author(s)
Lee, Kyu Bok
Advisor(s)
박상천
Issue Date
2018-08
Publisher
한양대학교
Degree
Master
Abstract
국문요지 PC나 콘솔 게임의 경우에는 게임의 완성도와 몰입감을 높이기 위하여 가상현실이나, 증강현실 등의 최신 기술을 사용해 게임을 제작하고 있으나, 모바일 게임만 유독 장르의 구별 없이 사용자가 직접 게임에 참여하지 않는 형태의 자동전투 시스템이 적용되어 있다는 걸 볼 수 있다. 이에 먼저 자동전투 시스템에 관하여 정의를 내리고 자동전투 시스템의 필요성을 사용자의 관점, 게임 플레이의 관점, 게임의 수익구조 등으로 나누어 살펴본 다음 2017년 구글 매출 20권 안의 게임들을 분석해 자동전투 시스템의 유형과 실제 운용 사례를 살펴본 결과 다음과 같은 문제점 들을 찾아낼 수 있었다. 첫째 게임의 획일화, 둘째 과도한 과금 유도, 셋째 게임성 저하로 나눌 수 있으며, 이는 현재 게임의 완성도를 떨어뜨려 시장의 위축을 불러올 뿐만 아니라 국내 모바일 게임의 질을 떨어뜨려 경쟁력을 잃게 하는 원동력이 될 수도 있다는 사실을 발견하게 되었다. 본 논문에서는 현재 모바일 게임이 가진 문제점들을 해결해나갈 방법을 다양하게 모색해본 결과 문제점을 개선할 수 있는 3가지 해결 방안에 대해서 제시하였다. 첫째로는 다양한 성장의 방향성을 제시해주는 것이고, 두 번째로는 혼자서 자동전투 시스템에 몰입하지 않도록 커뮤니티를 강화해 주는 것이다. 세 번째로는 게임의 지루한 성장 과정에 있어서 동기를 유발하는 방법을 제시하고 예를 들어 설명하였다. 위에 제시한 3가지 방법을 통해 모바일 게임의 시스템을 개선한다면 자동전투를 통한 과도한 과금에 대한 문제도 같이 해결되기 때문에 모바일 게임의 질을 높이는 한편 국내의 모바일 게임이 세계적으로 발돋움할 수 있는 기회를 맞이하게 될 것이다. 주제어 : 자동전투 시스템, 게임 시스템, 모바일게임, RPG게임, 확률형 아이템, 모바일게임 과금.; ABSTRACT Study of Automatic Combat System in Mobile RPG Game LEE, KyuBok Dept. of Digital Culture & Contents Graduate School of Hanyang University Since 1998, the development of the wireless Internet has started to build infrastructure for mobile games. Since the launch of the first mobile game service in Korea in 1999, it has grown rapidly to become a market that will surpass PC and game sales in 2014, Because mobile games are designed to be playable on portable devices, gameplay is possible regardless of the specific place of the device, and development is accelerated due to space and time constraints. As a result, systems that are characteristic of mobile games have begun to emerge. In the case of PC and console games, games are being produced using the latest technologies such as 'virtual reality' and 'augmented reality' in order to improve game completion and immersion. However, you can see that 'mobile battle' system is applied only to mobile games without distinction of toxic genres. Research on mobile games that are currently being studied in diverse academic and technological fields has not been conducted on a special system called 'automatic combat', which is adopted as a mobile game. Therefore, I will first define the 'automatic combat' system and divide the necessity of the 'automatic combat' system into the viewpoint of the user, the profit structure of the game, and the viewpoint of the gameplay. Next, I analyzed the game in 20 books of ‘Google’ sales in 2017 and divided it into problems of the operation case of the automatic combat system, the type classification of the ‘automatic combat’ system, and the problem of the ‘automatic combat’ system For each item, I analyzed the actual game system. As a result, I was able to approach the 'automatic combat' system from various perspectives, and I was able to identify the major problems that arise. The problems caused by the 'automatic combat' system were largely divided into three categories. Three big problems can be classified into uniformity of game, inducing excessive billing, and deteriorating game performance. These problems not only bring about a shrinking of the game due to the lowered perfection of the current game, but also the continual shrinkage of the market may become a driving force to lose the quality of domestic mobile games and lose competitiveness. In this paper, I propose three solutions to solve the problems of mobile games. First, it suggests the direction of various growth. Secondly, it strengthens the community so that it is not immersed in the 'automatic combat' system alone. Third, it can be solved by motivating the boring growth process of the game. If it is a game that is the biggest problem in the ‘automatic combat’system and adopted ‘automatic combat’ if you improve the system of mobile games using the above three methods presented above. It is necessary to put on the necessity of ejaculation rich ‘stochastic type item’ it can solve problems as before. In addition, the problem of excessive billing, which is societally controversial, will disappear, which will raise the quality of mobile games and provide opportunities for domestic mobile games to rise globally. Key Words : Automatic Combat System, Game System, Mobile game, R.P.G. Game, Random Item, Mobile Game Bill.
URI
https://repository.hanyang.ac.kr/handle/20.500.11754/76017http://hanyang.dcollection.net/common/orgView/200000433711
Appears in Collections:
GRADUATE SCHOOL OF CULTURE INDUSTRY[E](문화산업대학원) > CULTURE CONTENTS(문화콘텐츠학과) > Theses (Master)
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