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MMORPG 내러티브 구조 동향 연구 -NCsoft 게임 「리니지」, 「아이온」, 「블레이드 앤 소울」중심으로-

A trend research of MMORPG narrative structure -Focusing on NCsoft games : 「Lineage」, 「Aion」, 「Blade & Soul」-

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초록

In this study, among the domestic MMORPG narrative research is scarce, it began to study to determine the trend. In order to identify trends, selected for study, Big company ‘NCsoft’ has made 「Lineage」, 「Aion」, and「Blade & Soul」. Glassner the selection of works based on the Branching Narrative structure is proposed and analyzed the structure of the narrative of the three games. Analysis of each game is found to be fused in the form of branch narrative structure. And fusion forms from the past to the present was to get the results came increasingly been reduced. If the results of this study will be a springboard to the MMORPG narrative analysis and impact studies conducted in the future.

Abstract

In this study, among the domestic MMORPG narrative research is scarce, it began to study to determine the trend. In order to identify trends, selected for study, Big company ‘NCsoft’ has made 「Lineage」, 「Aion」, and「Blade & Soul」. Glassner the selection of works based on the Branching Narrative structure is proposed and analyzed the structure of the narrative of the three games. Analysis of each game is found to be fused in the form of branch narrative structure. And fusion forms from the past to the present was to get the results came increasingly been reduced. If the results of this study will be a springboard to the MMORPG narrative analysis and impact studies conducted in the future.

참고문헌 (11)

  1. Kwan-Min Lee, "Narrative vs. Interactivity in Computer Games", 4, pp.117~ (2004), Korea Game Society
  2. NCsoft, "2014 Quarterly earning presentation, 2015. 2. 11", ~ (2015)
  3. Andrew Glassner, "Interactive Storytelling : Techniques for 21st Century Fiction", pp.278~ (2006), Communication Books
  4. 정중호, "공연과 MMORPG의 몰입성 비교연구 -<내일 공연인데 어떡하지!!>와 <World of Warcraft>의 인터랙티브 스토리텔링의 활용을 중심으로-", 공연문화연구, (30), pp.487~527 (2015), 한국공연문화학회
  5. Mark Stephen Meadows, "Pause? Effect" (2002), New Riders
  6. "Online-games ‘Big3’ heat up to Season winter" (2007)[URL]
  7. "NCsoft‘Aion’, Release ‘WoW’ in Commercialization competition" (2008)[URL]
  8. "NCsoft, ‘Aion’ other ‘Lineage’Secure HISECURITIES" (2008)[URL]
  9. 전준현, "MMORPG 전투밸런스 평가모델 기초연구", 한국컴퓨터게임학회논문지, 26(3), pp.49~60 (2013), (사)한국컴퓨터게임학회
  10. 이영수, "모바일 게임 <회색도시1>의 필름에 나타난 인터랙션 내러티브 구조 연구", 한국컴퓨터게임학회논문지, 27(4), pp.131~141 (2014), (사)한국컴퓨터게임학회
  11. 이강혁, "게임 스토리텔링의 미래", 한국컴퓨터게임학회논문지, (23), pp.277~282 (2010), (사)한국컴퓨터게임학회

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