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Development and Evaluation of Online Card Games Considering Deck Buildings

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In the trading card game, the user plays the game while collecting and exchanging cards. The user c ollects cards with the special abilities and the required costs of each card. The limited-edition card ca n induce a purchase by giving the card a scarcity value, stimulating the users' desire to collect. In tr aditional trading card games such as ‘Slay the Spire’ and ‘Hearths Stone’, when building an initial d eck, the luck is more important than the user's ability. Because it is not easy to change the card co mposition, the initial deck building result has a decisive influence on the win or loss of the game. O n the other hand, in ‘Legends of Runeterra’, the rules of the game are so complex that the beginner can think that the game is too difficult. Considering this point, the proposed game ‘Magic Fight’ has the following characteristics. To make it easy for beginners to play the game, the proposed game ma kes the deck building method so simple. The deck composition can be changed with each turn, so th at the user can try out different strategies. Experimental results shows that the user can easily underst and the effects and images of the cards, since the restricted deck building method chooses some card s from the limited types of cards. On the other hand, the user can be interested in various strategies because the free deck building method chooses some cards from all types of cards

Abstract

In the trading card game, the user plays the game while collecting and exchanging cards. The user c ollects cards with the special abilities and the required costs of each card. The limited-edition card ca n induce a purchase by giving the card a scarcity value, stimulating the users' desire to collect. In tr aditional trading card games such as ‘Slay the Spire’ and ‘Hearths Stone’, when building an initial d eck, the luck is more important than the user's ability. Because it is not easy to change the card co mposition, the initial deck building result has a decisive influence on the win or loss of the game. O n the other hand, in ‘Legends of Runeterra’, the rules of the game are so complex that the beginner can think that the game is too difficult. Considering this point, the proposed game ‘Magic Fight’ has the following characteristics. To make it easy for beginners to play the game, the proposed game ma kes the deck building method so simple. The deck composition can be changed with each turn, so th at the user can try out different strategies. Experimental results shows that the user can easily underst and the effects and images of the cards, since the restricted deck building method chooses some card s from the limited types of cards. On the other hand, the user can be interested in various strategies because the free deck building method chooses some cards from all types of cards

참고문헌 (10)

  1. Jung-Sun Kim, "A Study on how to Create Div ersity in Deck Building Games : Focused on 'M agic The Gathering Arena'", Proceedings of the Korean Society of Computer Information Confer ence, pp.463~466 (2020), Korean Society of Computer Information
  2. Alvin, Chris, et al, "Toward a Competitive Age nt Framework for Magic : The Gathering", Proceedings of the International FLAIRS Conference, 34 (2021)
  3. 이성용, "멀티 플랫폼 게임 UI의 개선 및 적용과 평가에 대한 연구-온라인 카드게임 장르를 중심으로-", 한국디자인문화학회지, 24(2), pp.535~548 (2018), 한국디자인문화학회
  4. Joon-Hee Jang, "A Study on the Success Strategy of Early Access Games", Proceedings of the Korean Soc iety of Computer Information Conference, 28(2), pp.685~688 (2020)
  5. García-Sánchez, Pablo, "Evolutionary deck building in hearthstone", Proceedings of IEEE Conference on Computational Intelligence and Games, pp.1~8 (2016)
  6. Nam-Jae Jo, "A Study on the Factors Affecting the Online Game Immersion", Proceedings of the Domestic Conference on Korea Institute of Industrial Eng ineers, pp.411~414 (2001)
  7. 김대우, "생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구-배틀그라운드 중심으로-", 만화애니메이션연구, (50), pp.239~273 (2018), 한국만화애니메이션학회[DOI]
  8. Hong-Sik Yu, "Effects of Success and Failure in Interpersonal Competition in Violent and Nonvi olent Video Games on Players' Affect and Self-Ascribed Toughness", pp.2002
  9. 윤태복, "게임 캐릭터의 전략적인 이동을 위한 상성 정보에 기반한 영향력 분포도 방법", 디지털콘텐츠학회논문지, 10(4), pp.615~623 (2009), 한국디지털콘텐츠학회

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