Effective Game Character Design on the Influence of National Culture - Based on the Analysis in East Asian Game Design Characteristics -
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At present, with the game industry booming, market competition became more and more intense. Game players' demands for aesthetic are increasing. However, in recent years, a large number of material for MMORPG is very similar and also we can't tell manufacturer where it is from. Nowadays, as for the localization of design, “The National One is same as the Global One”— this idea has been recognized by various game industrial categories and it could be also an important success factor. Each country has its own ancient history and culture. Using a representative excellent element, we can provide this unlimited creativities for an actual design industry. Korea, China, Japan has a lots successful "Three Kingdoms" themes' game works. They have a tendency to like to use traditional Chinese culture so that they also well reflected it to their own design style that is why they created three different characteristic three kingdoms style worlds, it is worth learning and referencing. When I interviewed 30 game players who recognized and played the game with three kingdoms theme, they could say it was different but it's very hard to give the specific differences that could led to chose “Three Kingdoms” game designed by Korea, China and Japan as research objects, through comparison and analysis of games backgrounds, game characters, to split design elements, finding design features of three countries and that could be effective direction for a future game character development. I found out the distinctive character features in Korea, China, Japan games design styles and it will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.
Abstract
At present, with the game industry booming, market competition became more and more intense. Game players' demands for aesthetic are increasing. However, in recent years, a large number of material for MMORPG is very similar and also we can't tell manufacturer where it is from. Nowadays, as for the localization of design, “The National One is same as the Global One”— this idea has been recognized by various game industrial categories and it could be also an important success factor. Each country has its own ancient history and culture. Using a representative excellent element, we can provide this unlimited creativities for an actual design industry. Korea, China, Japan has a lots successful "Three Kingdoms" themes' game works. They have a tendency to like to use traditional Chinese culture so that they also well reflected it to their own design style that is why they created three different characteristic three kingdoms style worlds, it is worth learning and referencing. When I interviewed 30 game players who recognized and played the game with three kingdoms theme, they could say it was different but it's very hard to give the specific differences that could led to chose “Three Kingdoms” game designed by Korea, China and Japan as research objects, through comparison and analysis of games backgrounds, game characters, to split design elements, finding design features of three countries and that could be effective direction for a future game character development. I found out the distinctive character features in Korea, China, Japan games design styles and it will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.
참고문헌 (9)
- Chen Chi, "Korean people's character and customs" (2008), World Ethnic
- The investigation and analysis on Chinese online game users, "Chinese internet information center", ~ (2008)
- Fang Xiaoxi, "Animation game scene design tutorials", ~ (2007)
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- Kai Qingtang, "Analysis and Research on The Chinese 3D Character Design for Game Animation", pp.2007
- Li Tie, "Animation character design" (2006), China Northern Jiaotong University Press
- Tadashi Ozawa, "Anime and game characters", Basics for Beginners and Beyond, 1, pp.48~54 (2001)
- Xi-Bao, "History of Ancient Chinese clothing" (2002), China Drama Press
- Zhu dao, "Development of Online Game Industry", pp.2005
