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Online games, defined as multimedia games designed to enable multiplayer through the Internet, are divided into three genres:
arcade, simulation, and role performance. Unlike general computer games, online games consist of two things: gamer-text interaction and
gamer-gamer interaction. A unique culture such as guilds, game rooms, and pro gamers is formed around online games.

1. Definition
Online games can be defined as "a computer game is implemented so that it can operate on a computer network such as the Internet
or LAN." So, what kind of computer communication network is there that makes computer games online?
This is largely divided into a server connection method and a user direct connection method.The former is a method of enjoying a game
by accessing a specific server such as Battle.net,
and the latter uses the IPX protocol without accessing a specific server in a computer environment in which an intranet is established.
A method of connecting by means of a method, a direct connection method between PCs using a modem,
and a direct connection method between PCs using a serial or parallel cable are applicable. As for games using the former,
as shown in the description of the history in the next section, text-based games, games using e-mail, dial-up service games,
online video games, internet games, and the like can be cited.

However, if the online game is defined narrowly, it will be referred to as "a multimedia game designed to enable multiplayer
through the Internet" as seen in the recent trend. These definitions include
1) the advancement and generalization of the Internet as a computer communication network,
2) a multiplayer gaming function that enables real-time multiple access through an interactive method, and
3) a computer text composition method that emphasizes multimedia properties. will be.

2. The genre of online games
Computer games are classified according to various criteria, and online games are not much different from general computer games
in their classification. There may be several criteria for classifying online games, but as in general computer games, it is common to classify
according to game type.
This is commonly referred to as the game genre. In general, computer games are divided into four categories:
arcade, adventure, simulation, and role performance. However, in that adventure games have little interaction between gamers,
other genres may contain that element, but it is not a typical online game genre. Accordingly, the genre of online games is largely
divided into arcade, simulation, and role performance.

First, arcade games are the most classic types of games commonly seen in electronic entertainment rooms, and are played in a way that
scores are scored by adjusting objects on the graphic screen. As an online arcade game, a battle action game is a representative game,
which is a combination of a traditional shooting game and an action game, and requires more sensational play than strategy simulation
games such as <StarCraft>. 3D action forms such as 〈Doom〉 series, 〈Quake〉 series, 〈Unreal〉, 〈Half Life〉, 〈Duke Nukem 3D〉,
〈Rainbow 6〉, which were online tournaments in the United States, are typical. 3D action games show the highest level in almost
all aspects, such as the completeness and graphics of the game, and most take the form of completing a given mission while playing the
game from a first person perspective. Sports games are also a popular format for online games. The biggest attraction of sports
games is the popularity that anyone interested in sports can enjoy easily and fun, and the maximization of surrogate satisfaction that feels
as if they are actually playing with other players. Due to the unique characteristics of sports, it is a match-up type, and the 〈FIFA〉 series,
〈NBA Live〉, and 〈NHL〉 are representative. Board games are also one of the popular online arcade games. As a form in which a gamer
solves the events that occur after placing a board on the screen, the most popular are 〈Cyber Go〉, 〈Chess〉, and 〈Poker〉.

Secondly, simulation games are games made so that all environments can be manipulated by a computer in order to predict situations
that are difficult or expensive for real humans, and are traditionally divided into flight simulation, strategy simulation, and training simulation. .
A representative online simulation game is a strategy simulation game such as Blizzard's 〈Starcraft〉, where a gamer with equal conditions controls various variables with different strategies and
tactics within a given condition to overwhelm the opponent. There are features. Westwood's 〈Dune 2〉 in 1992, which introduced the concept of real time away from the conventional turn method,
followed by
〈Command & Conquer〉 and 〈Red Alert )> and the 〈Warcraft〉 series released by Blizzard after being hinted at the success of 〈Dune 2〉.

The third is a role-playing game (RPG), in which a gamer takes on a given role to achieve a mission or purpose, and participates in the game in various ways
according to the role given to him. The characteristics of this game can be summarized in several ways, the first is that the gamer has a high degree of freedom.
You don't have to solve your situation like an adventure game, you don't have to go through an event, you don't have to beat your opponent like an arcade game,
you just need to play the right role in a given space. The second is that there is a digitization that indicates the growth of gamers. The player himself and his teammates gain a certain amount of
experience points as they experience battles or solve specific events, and the level rises as these experiences accumulate. Of course, the level itself is not a characteristic that represents a role-playing game,
but in most cases it is recognized as one of the elements that divides role-playing and adventure. The third is that unlike strategy simulation games,
where the game ends when a specific purpose is achieved, there is no beginning and no end.
The end of the game is only the moment when the gamer disconnects and gives up life in the virtual space. The text area is completely open and you can live your life according to your purpose.

Role playing games are currently the most representative form of online games. Following the eight 〈Ultima〉 series by Origin, 사설토토 〈Ultima Online〉 released in 1997, 〈Diablo〉 released in
1996 by Blizzard, a synonym for strategy simulation, and Nancy in Korea NCsoft's 〈Lineage: Blood Alliance〉 and JC Entertainment’s 〈Red Moon〉 are some of the representative online role-playing games.

3. Online game process
Online interaction, as mentioned above, is divided into machine interaction and human interaction. In the case of online games, the former is
the interaction between the gamer and the game text, and the latter is the gamer and the gamer. It is an interaction between. The interaction between the gamer and
the game text is a typical interaction pattern for offline games, not online games, but it is also the most basic interaction pattern for online games. In computer games,
the interaction between a gamer and a computer is much more complicated than interactions with traditional media such as movies and books. This is because not only graphics
and sound accompany them, but also physical movements are mobilized through a joystick, keyboard, or mouse, so that interaction is made through a multi-dimensional interface.

Although there have been discussions about the interaction patterns between computers and humans, that is, 먹튀검증 interfaces in their own way, there is a very lack of discussion
at the theoretical level about interactions that take place in specific computer game situations. Brenda Laurel (1993) has stated that when it comes to human-computer interaction,
the potential of computers is not in their ability to perform computations, but in their ability to allow humans to represent actions by participating. As seen in the above, the game action
is the gamer's realization of his intention in the computer world during the game process. Ted Friedman (1995), unlike literature, film, and television, offers several positions on the patterns
of interaction between gamers and game texts, saying that there is still no "software theory" for computer games. Each position depends on the question of how to implement interactivity,
that is, how to give the gamer a sense of control.

Meanwhile, the interaction between gamers and gamers is the most unique feature and charm of online games. These interactions are characteristic of all online games, but in
the fact that real-time interactions are possible in internet online games that are rapidly spreading recently, and in that multi-player interactions are made, the past It is
distinct from other types of online games. 사설토토사이트 However, interaction between gamers does not happen only inside the game space. It is held in communication spaces such
as Battle.net before and after the game, and in meetings of gamers such as guilds, clans, and blood allies, and further expands into real space. This is another feature of internet games.

The interaction patterns among gamers differ depending on the content and format of the game text that defines the gamer's behavior, and generally genre. Basically, the interaction
between gamers shows a form of competition or confrontation according to the unique attributes of the game, but in some cases, it also shows a form of cooperation.

The interaction pattern inside the game space extends to the real world outside the game space (see Breeze, 1997). This shows two phenomena, one is a group of gamers, and the other
is a power relationship that appears according to the ability of gamers. In the case of a strategy simulation such as <StarCraft>, the gamer's ability depends on the ability to use strategy
and tactics based on fast brain rotation, and the ability to manipulate the keyboard or mouse. It is also expressed through interpersonal relationships. However, the case
in which power relations are manifested clearly is a role-playing game. Here, the gamer's ability is equal to the ability of his character. Depending on the degree of character growth,
not only the dynamics within the game space are defined, but also in the real world such as blood alliances, such power relationships appear almost as they are. The relationship within
the game space is extended to the real world, and realistic interactions sometimes appear. One is a transactional act such as exchanging items, and the other is violence caused by conflict.

4. Online game culture
Guilds are a group of gamers who enjoy the same game. Guilds are organized by gamers who know each other only through user IDs in online spaces such as Battle.net, by revealing themselves
in the real world rather than in the game space, or by friends or co-workers who have known in advance. Clans are similar to guilds, but differ in that their bonds are relatively weak. In the case
of the United States, gamers' gatherings are generally called clans. Guild members usually enjoy the game by opening their own channel on Battle.net, but the goal is to win the game through
sharing information and strategies, 토토사이트 but it also emphasizes the ties between members and shows a strong community character. give.

On the other hand, while the electronic entertainment room was a space that represented the field of computer games thanks to the popularity of electronic entertainment in the mid-1980s,
the game room or internet room was a new game space created by the craze of 〈StarCraft〉 after 1997. Game rooms began to be activated because of their intention to create their own space
to avoid the gaze of the older generations toward computer games, but now they are becoming a popular space.

Game rooms provide opportunities for contact with other gamers with the same interests as they are, and gamers enjoy pleasure based on human relationships in the real world in a space called game rooms.
A large number of guilds, clans, and game enthusiasts use these game rooms as their bases or bases to exchange game-related information and to hone game strategies and tactics.

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