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	<title>Jes Joe's blog~!</title>
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	<pubDate>Sun, 22 Nov 2009 22:03:19 GMT</pubDate>
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		<title><![CDATA[ Crytek offers free Educational License for CryENGINE® 3 ]]> </title>
		<link>http://icdia.egloos.com/2478731</link>
		<guid>http://icdia.egloos.com/2478731</guid>
		<description>
			<![CDATA[ 
  <div><br />
</div><div><span class="Apple-style-span" style="font-family: Gulim; font-size: medium; line-height: normal; "><table cellpadding="0" cellspacing="0" width="80%"><tbody><tr><td class="td_header_right"></td></tr><tr><td class="td_border_left"></td><td class="td_input_title"><p class="MsoNormal" align="center"><font face="arial,helvetica,sans-serif" size="2"><strong><span><span class="Apple-style-span" style="font-size: medium;"><br />
</span></span></strong></font></p><div align="center"><font face="arial,helvetica,sans-serif" size="2"><strong><span>All-in-one multiplatform development solution now available for educational institutions</span></strong></font></div><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><strong><span>Frankfurt a. M. (Germany), November 18th 2009</span></strong><span>&nbsp;- Crytek GmbH (“Crytek”) announced today that the recently released all-in-one development solution CryENGINE 3 is now available to educational institutions free of charge. The CryENGINE 3 Educational SDK is for educators wanting to ensure that their students gain experience with the state-of-the-art in game development and real-time 3D technology. &nbsp;For courses and research projects in game development, 3D graphics, simulation, architecture, animation, film and design, CryENGINE 3 is the most up-to-date, real-time 3D technology available. CryENGINE 3 is the first game development platform for Xbox 360, PlayStation 3, MMO, DX9/DX10 that also is truly Next-Gen-Ready - with scalable computation, graphics and state-of-the art AI and physics for all major upcoming platforms. It provides the complete game engine to create AAA quality next generation games, and includes the redesigned CryENGINE 3 Sandbox™ level editor, a production-proven, 3rd generation “What you see is what you play” (WYSIWYP) - tool designed by and for professional developers.&nbsp;<br />
</span></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>Carl Jones, Director of Global Business Development - CryENGINE commented:&nbsp;</span><span>“Crytek has always been a strong supporter of education – as evidenced by our commitment for many years to share CryENGINE tools with universities.<span>&nbsp;&nbsp;</span>We are continuing that commitment now by releasing the brand new CryENGINE 3 tools to any university in the world, for free! Here at Crytek, we work hard to enable all our licensees to achieve their vision with CryENGINE 3, so we aren’t considering this Educational SDK as a product we “fire and forget” - we will be looking for strong educational partners to work together with Crytek in the future - and we will soon be announcing exciting programmes for students working with CryENGINE 3."&nbsp;<br />
</span></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>“Students and educators using the engine will become part of our larger CryENGINE community, so they can create their own innovations and train to become the developers of the future. With the CryENGINE 3 Educational SDK, the same cutting-edge technology that the world’s best developers are using now in games, movies and simulations will now be in the hands of the next generation of creators and engineers.” added Ury Zhilinsky, R&amp;D Manager at Crytek.&nbsp;<br />
</span></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>As well as</span><span>&nbsp;the new Educational SDK Crytek offers a Game Development SDK for professional game developers and a Simulation SDK for serious games applications. More information can be found on the recently launched www.mycryengine.com website.</span></font></p><font size="2"><font face="arial,helvetica,sans-serif"></font></font><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><strong><span>About Crytek GmbH</span></strong></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>Crytek GmbH ("Crytek") is one of the world’s leading independent development studios for interactive entertainment with its headquarters in Frankfurt am Main (Germany) and additional studios in Kiev (Ukraine), Budapest (Hungary), Sofia (Bulgaria), Seoul (South Korea) and Nottingham (UK). Crytek is dedicated to creating exceptionally high quality video games for the PC and next-generation consoles, powered by their proprietary cutting edge 3D-Game-Technology CryENGINE®.<span>&nbsp;</span></span></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>Since its foundation in 1999 Crytek created the multi-award winning PC titles Far Cry®, Crysis®, awarded best PC Game of E3 2007 and Best Technology at the 2008 Game Developers Choice Awards and Crysis Warhead®, awarded Best Graphics Technology at IGN Best of 2008 Awards.</span></font></p><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>Development teams and companies interested in obtaining a commercial license for the CryENGINE® game development solution can find more information on www.mycryengine.com.</span></font></p><font size="2"><font face="arial,helvetica,sans-serif"></font></font><p class="MsoNormal"><font face="arial,helvetica,sans-serif" size="2"><span>Crytek and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the USA, Germany&nbsp;and/or other countries. All other trademarks are the property of their respective owners.</span></font></p></td></tr></tbody></table></span></div>			 ]]> 
		</description>
		<category>Game industry</category>

		<comments>http://icdia.egloos.com/2478731#comments</comments>
		<pubDate>Sun, 22 Nov 2009 21:59:26 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ [정보] 팀포트리스 2 - 발매일부터 97번의 업데이트를 실행하였다. ]]> </title>
		<link>http://icdia.egloos.com/2478720</link>
		<guid>http://icdia.egloos.com/2478720</guid>
		<description>
			<![CDATA[ 
  <span class="Apple-style-span" style="font-family: Gulim; line-height: normal; "><h4 style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 3px; font-size: 1.5em; ">아래 원문을 보면, 약간 홍보성이 있지만 흥미로운 아티클이군요.</h4><h4 style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 3px; font-size: 1.5em; "><br />
</h4><h4 style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 3px; font-size: 1.5em; "><span class="Apple-style-span" style="font-size: 12px; font-weight: normal; color: rgb(85, 85, 85); line-height: 19px; "><span class="Apple-style-span" style="border-collapse: collapse; font-family: 굴림, Gulim, 돋움, Verdana, sans-serif; line-height: 20px; word-spacing: -1px; "><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/tf2fix.jpg" rel="0,0" style="border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; width: 768px; height: 432px; cursor: pointer; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">타 모 게임사들의 게임과는 다르게, 팀 포트리스 2는 출시일부터 97번의 업데이트가<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">실시되었다. 이건 발매후 1주일당 한번정도의 업데이트율 이다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">제이슨 홀트맨은 현시대에 와서부터 게임은 발매까지가 개발의 끝이라고 보면 안되고,<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">게이머를 위한 지속적 서비스라고 봐야된다고 했다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">팀 포트리스 2가 97번의 업데이트를 실행하였음에도 불구하고, 스팀은 온라인에<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">접속한 모든 유저들이 똑같은 버젼을 플레이 하고 있을수 있도록 심리스한 게임<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">환경을 만들어준다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">또한 전자가격 책정을 통해서 배운게 있다면, 게이머들은 이런 변환적 가격에 매우<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">긍정적이며, 게임 업계의 미래가 될것이라고 했다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">흥미로운 정보가 있었는데, 품귀될수 없는(매진될수없는) 제품은 값이 낮을수록<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">제품의 질을 높인다는 것이었다. 이는 제품을 사용하는 커뮤니티가 더욱 더<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">커지기 때문이라고 설명했다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">[역:예로, 플레이어 수가 많아지면 버그잡을 사람들도 많아지고, 친구들에게 추천할<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">사람들도 많아짐]<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">그리하여 제품의 가격이 다시 평소로 돌아가도, 더욱더 크게 자란 커뮤니티는<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">할인 전보다 잠재 구매자들에게 더욱더 큰 매력을 준다는 것이었다.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">이런 변환적 가격은 소매상등 다른 판매자들에게도 별 영향을 안끼치고,<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">결과적으로 게임업계에 큰 도움이 될것임.<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "><br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; ">"누군가가 져야만 하는 산업이 아닙니다. 모두가 위너가 되는거죠"<br style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; "></span><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><br />
</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><br />
</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; ">~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><br />
</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; ">Original</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><span class="Apple-style-span" style="border-collapse: separate; font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 18px; line-height: 23px; word-spacing: 0px; font-weight: bold; ">alve's Holtman: Digital Direct Gives Developers More Pricing Freedom</span></span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><br />
</span></font></div><div><font class="Apple-style-span" face="굴림, Gulim, 돋움, Verdana, sans-serif"><span class="Apple-style-span" style="border-collapse: collapse; line-height: 20px; word-spacing: -1px; "><span class="Apple-style-span" style="border-collapse: separate; font-family: Verdana, Arial, Helvetica, sans-serif; line-height: 15px; word-spacing: 0px; ">Service is becoming everything," claimed Valve's Jason Holtman during a Montreal International Game Summit keynote. "It's going to impact every line of business and every line as you think about your game."<br />
<br />
As the director of business development at the company responsible for Steam, the PC digital distribution service that now boasts more than 20 million users and 950 games, Holtman has an intimate familiarity with the avenues being made available to game developers by emerging service-driven models, particularly on the PC.<br />
<br />
"In the old world you'd have an indirect customer relationship with a product orientation. The most I'd be able to do in the old world is get some feedback with some forms, and make some patches, and then boy I hope people get the patches," he said.<br />
<br />
"The direct customer relationship means now that you shouldn't think of your product as 'finished' -- a single piece that goes out monolithically. You should think of your product or the game you're making as an ongoing service to your customer."<br />
<br />
<span class="Apple-style-span" style="text-decoration: underline;">Valve has released around 97 updates for&nbsp;</span><i><span class="Apple-style-span" style="text-decoration: underline;">Team Fortress 2</span></i><span class="Apple-style-span" style="text-decoration: underline;">&nbsp;since the game was released, </span>and since the game is constantly connected through Steam, users don't need to worry about patches or versions, and Valve can be assured its entire online userbase is playing the same version of the game.<br />
<br />
When a game is kept live to that extent, traditional attitudes towards pricing and marketing break down. "Currently, pricing is a function of friction in the system," Holtman said of the retail model. "You've got to sell a certain amount of crates and get a certain amount of shelf space. Mostly, if you're trying to manage a big product, you're doing a bunch of step functions."&nbsp;<br />
<br />
"You launch at $50 or $60, then you sit around for a few months until someone says, 'It's time to go to $30,' and you can never go back. Then someone says, 'It's time to go to the Platinum Series at $20,' and then you're praying it stays there, and then eventually it drops off and it's gone."<br />
<br />
<span class="Apple-style-span" style="text-decoration: underline;">Traditional retail wisdom says</span> that lower price points are associated with lower perception of value, and price adjustments are only downward over the long term.&nbsp;<br />
<br />
<span class="Apple-style-span" style="text-decoration: underline;">"But in a connected market, you can shift prices up and down, and people don't care. You can change prices instantaneously," Holtman pointed out. "Customers are incredibly sensitive to pricing. You can adjust the price by five dollars, or a dollar, and you can see the demand curve shift."</span><br />
<br />
Over Halloween, Valve held three two-hour sales, during which&nbsp;<i>Team Fortress 2</i>&nbsp;was sold for $2.50 rather than its usual $20. The company hadn't announced the sale ahead of time using its traditional marketing methods.&nbsp;<br />
<br />
"We just did a funny blog post," Holtman said. "It just drove people insane." <span class="Apple-style-span" style="text-decoration: underline;">Sales of the game skyrocketed for that period, unsurprisingly, but <b>t</b><b>hey also remained at higher levels in the following weeks than they were in the weeks leading up to the sales.</b></span><br />
<br />
That phenomenon demonstrates a new, somewhat-paradoxical, property of product value in a fully-connected service economy: <span class="Apple-style-span" style="text-decoration: underline;">devoid of the scarcity of goods, a lower-priced product actually increases the overall product's value, because it increases the size of the community that surrounds that product</span>.<br />
<br />
The more players there are playing&nbsp;<i>Team Fortress 2</i>, the more attractive that game is to a potential buyer, even after the price has risen back to its normal level.&nbsp;<br />
<br />
That phenomenon also applies to single-player games, since a user who is hooked into the Steam (or another community-driven service) will see more and more of his friends buying the game, playing the game, and possibly earning achievements in the game. "Pricing as a service allows you to do radical things you would never do in the boxed world," Holtman said.<br />
<br />
And, <span class="Apple-style-span" style="text-decoration: underline;">contrary to some assumptions, a sales boost in one channel does not seem to adversely affect performance in another channel. In February, Valve held a half-price&nbsp;</span><i><span class="Apple-style-span" style="text-decoration: underline;">Left 4 Dead</span></i><span class="Apple-style-span" style="text-decoration: underline;">&nbsp;sale on Steam. It was extremely successful</span>, but it also illustrated the nature of the sales model.<br />
<br />
"We didn't have any store promotion, because that's hard to set up. How would you get enough boxes into the retailer to do that?" Holtman explained. "<span class="Apple-style-span" style="text-decoration: underline;">But retail [sales] were unaffected</span>. What this fundamentally says is you can actually have lots of extra sales on top of things, and it doesn't mean you're sacrificing one for the other."<br />
<br />
"This is not a zero-sum game," he concluded. "You don't have to hurt somebody to win. It actually makes everybody win."</span></span></font></div><div><font class="Apple-style-span" face="Verdana, Arial, Helvetica, sans-serif"><span class="Apple-style-span" style="line-height: 15px;"><br />
</span></font></div><div><font class="Apple-style-span" face="Verdana, Arial, Helvetica, sans-serif"><span class="Apple-style-span" style="line-height: 15px;">Source: Gamasutra</span></font></div><div><font class="Apple-style-span" face="Verdana, Arial, Helvetica, sans-serif"><span class="Apple-style-span" style="line-height: 15px;"><br />
</span></font></div></span></h4></span>			 ]]> 
		</description>
		<category>Game Design</category>

		<comments>http://icdia.egloos.com/2478720#comments</comments>
		<pubDate>Sun, 22 Nov 2009 20:40:52 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ IGN 선정 역대 최고의 PC 게임 탑 25 (102) ]]> </title>
		<link>http://icdia.egloos.com/2462971</link>
		<guid>http://icdia.egloos.com/2462971</guid>
		<description>
			<![CDATA[ 
  <span class="Apple-style-span" style="font-family: arial, sans-serif; font-size: 13px; line-height: normal; border-collapse: collapse; color: rgb(34, 34, 34); "><b>PC &gt; 온라인 게임 &gt; 정보 게시판</b>&nbsp;보통 이런거 봐도 관심이 없는 편인데 이번 리스트는 에디터들도 개념있고 무엇보다<br />
<br />
보통 '역대 XX 리스트~'들이 사실상 근 2~3년 내로 출시된 게임 위주의 다소 뻔한<br />
<br />
리스트였다면 이번 것은 고전 게임을 정말 진지하게 다룬 리스트라 올려봅니다.<br />
<br />
자세한 원문은 위에 출처를 들어가보시면 볼 수 있습니다.<br />
<br />
<br />
<br />
<br />
25. 팰콘 4.0(Falcon 4.0) 1998<br />
<br />
개발사: Microprose<br />
<br />
배급사: Microprose<br />
<br />
"이 놀랍도록 야심적이었던 게임은 메이져 퍼블리셔가 큰 투자, 정밀한 고증, 현실감을 살<br />
<br />
려 만든 컴뱃 플라이트 시뮬레이션 게임의 마지막 주자였다"<br />
<br />
<br />
<br />
<br />
24. 디아블로1(Diablo) 1997<br />
<br />
개발사: Blizzard<br />
<br />
배급사: Blizzard<br />
<br />
"'마우스연타'라는 용어를 유명하게 만든 최초의 게임 중 하나인 디아블로1은 빠르게 빠져<br />
<br />
들고 끝없는 중독성을 지닌, 자신이 부활시킨 액션 롤플레잉 게임의 기준을 세운 작품이었다."<br />
<br />
<br />
<br />
23. 둠(Doom) 1993<br />
<br />
개발사: id<br />
<br />
배급사: id<br />
<br />
"기타 일인칭 슈터들이 이 장르의 전체적인 요소를 향상시켜 왔을 지는 모른다. 하지만 그<br />
<br />
들은 아직도 이 오래된 클래식 게임의 긴 그림자 아래에서 고생하고 있을 것이다"<br />
<br />
<br />
<br />
<br />
22. 언리얼 토너먼트(Unreal Tournament) 1999<br />
<br />
개발사: 에픽 게임즈<br />
<br />
배급사: GT Interactive<br />
<br />
"십년이 지난 후 돌아보니 우리는 아직도 이 게임 모드의 무지막지한 확장력과 거의 무한<br />
<br />
정한 프리젠테이션 그리고 탄탄한 성능에 감탄한다"<br />
<br />
<br />
<br />
<br />
21. 데이어스 EX(Deus EX) 2000<br />
<br />
개발사: 이온 스톰<br />
<br />
배급사: 에이도스 인터렉티브<br />
<br />
"궁극적으로 데이어스 EX는 한 가지 길만을 강요받으며 따라가는 대신 자신이 직접 여러가<br />
<br />
지 방법을 통해 게임플레이에 다양한 경험을 할 수 있는 게임을 원하는 게이머들을 위한 작<br />
<br />
품이다"&nbsp;<br />
<br />
<br />
<br />
<br />
20. 그림 판당고(Grim Fandango) 1998<br />
<br />
개발사: 루카스아츠<br />
<br />
배급사: 루카스아츠<br />
<br />
"수많은 인상적인 케릭터들이 펼치는 매력적인 스토리에 다양한 도전적인 퍼즐들이 플롯<br />
<br />
에 너무나 잘 녹아있어 실제로 게임을 하고 있다는 사실조차 잊을 지경이다"<br />
<br />
"당신이 어드밴쳐 게임을 좋아하지 않는 편이라도 이 게임은 사랑하게 될 것이다"&nbsp;<br />
<br />
<br />
<br />
19. 폴아웃1(Fallout) 1997<br />
<br />
개발사: 인터플레이<br />
<br />
배급사: 인터플레이<br />
<br />
"폴아웃은 모든 걸 가지고 있었다. 다이나믹하고 사실적인 케릭터들과 그간 게임들에선<br />
<br />
너무 찾아보기 힘들었던 질 높은 네러티브와 스토리텔링, 플레이어로 하여금 퀘스트의 진행<br />
<br />
방향에 엄청난 영향을 미치게 할 수 있는 기회들까지"&nbsp;<br />
<br />
<br />
<br />
<br />
18. 시스템쇼크 2(System Shock 2) 1999<br />
<br />
개발사: 루킹글래스/이래셔널 게임즈<br />
<br />
배급사: EA<br />
<br />
"시스템 쇼크2는 매력적인 스토리텔링과 암울한 분위기, 다양한 능력치들과 중독성 있는<br />
<br />
일인칭 RPG 게임플레이를 엮어 잊을 수 없는 경험을 선사하며 아직도 역사상 가장 응집력<br />
<br />
있고 영향력있는 게임 중 하나로 남아있다"<br />
<br />
<br />
<br />
<br />
17. 크라이시스(Crysis) 2007<br />
<br />
개발사: 크라이텍 스튜디오<br />
<br />
배급사: EA<br />
<br />
"크라이시스는 그저 가장 아름다운 슈터만이 아니다. 이 게임은 믿을 수 없을 만큼 다이<br />
<br />
나믹한 슈터로 전장에서 게이머의 판단에 따라 서로 다른 방식으로 플레이 할 수 있는 게임<br />
<br />
이다"&nbsp;<br />
<br />
<br />
<br />
<br />
16. 스타크래프트(StarCraft) 1998<br />
<br />
개발사: Blizzard<br />
<br />
배급사: Blizzard<br />
<br />
"테란, 프로토스, 저그간의 우주 전쟁은 지금까지 나온 모든 게임을 통틀어 가장 재미있는&nbsp;<br />
<br />
작품 중 하나이다"<br />
<br />
<br />
<br />
<br />
15. 커맨드 앤 컨커(Command &amp; Conquer) 1995<br />
<br />
개발사: 웨스트우드<br />
<br />
배급사: 버진 인터렉티브<br />
<br />
"수 많은 후속작이 역시나 많은 플랫폼으로 나왔던 오리지널 C&amp;C는 역대 가장 인기있고<br />
<br />
성공적이었던 RTS 프랜차이즈 중 하나의 시작이었다"<br />
<br />
"듄2와 헤르조크 쯔바이가 있음에도 C&amp;C는 오늘날의 RTS 게임을 있게해준 장본인이다"<br />
<br />
<br />
<br />
<br />
14. 컴패니 오브 히어로즈(Company of Heroes) 2006<br />
<br />
개발사: 렐릭 스튜디오<br />
<br />
배급사: THQ<br />
<br />
"만약에 현대의 게임 중 전술에 역점을 둔 전략시뮬레이션의 가능성을 보여준 타이틀이<br />
<br />
있다면 바로 이 게임이다"<br />
<br />
"CoH의 수 많은 아이디어들은 다른 게임으로부터 따 왔음에도 그 아이디어들은 너무나<br />
<br />
윤이 나고 빛이 나게 다듬어져 게이머들은 다음 작품을 원하고 있을 것이다"&nbsp;<br />
<br />
<br />
<br />
<br />
13. 심즈(The Sims) 2000<br />
<br />
개발사: 맥시스<br />
<br />
배급사: EA<br />
<br />
"심즈가 이 순위에 있다는 사실에 몇몇은 불만을 제기할 지도 모른다. 그들은 심즈가<br />
<br />
게임 역사상 가장 많이 팔린 프렌차이즈이며 모든 연령, 성별, 인종, 성적 취향에 까지<br />
<br />
어필한 게임이란 사실을 고려하지 않는다"<br />
<br />
<br />
<br />
12. 월드 오브 워크래프트(World of Warcraft) 2004<br />
<br />
개발사: Blizzard<br />
<br />
배금사: Blizzard<br />
<br />
"물론 WoW가 온라인 게임의 일부분이라 할 수 있는 문제들이 없는 게임은 아니다. 하지만<br />
<br />
WoW는 다른 대부분의 게임들보다 이를 더 능숙하게 숨기고 우리가 자야할 시간을 훌쩍 넘<br />
<br />
겨서 퀘스트를 수행하고 있는 것에 대한 충분한 보상을 해준다"<br />
<br />
<br />
<br />
<br />
11. 심시티(SimCity) 1989<br />
<br />
개발사: 맥시스<br />
<br />
배급사: Broderbund<br />
<br />
"심시티는 시장성있는 작품이었으며 교육적임과 동시에 재미있는 게임으로 알려지게 됐고<br />
<br />
게임 업계를 바꿔놓았다"<br />
<br />
<br />
<br />
10. 콜 오브 듀티(Call of Duty) 2003<br />
<br />
개발사: 인피니티 워드<br />
<br />
배급사: 액티비젼<br />
<br />
"우리가 지금까지 들었던 최고의 사운드 효과와 더불어 콜 오브 듀티는 우리가 본 가장 사<br />
<br />
실적이고 흥미진진한 FPS 전쟁 시뮬레이션 중 하나었다"<br />
<br />
<br />
<br />
9. 맥워리어2(MechWarrior 2: 31st Century Combat) 1995<br />
<br />
개발사: 액티비젼<br />
<br />
배급사: 액티비젼<br />
<br />
"멕워리어2는 정교하고, 기계화된 다양한 서브시스템의 관리를 요하며, 수 많은 커스터마<br />
<br />
이즈 옵션을 제공하고, 플레이어로 하여금 울프 클랜이나 제이드 팔콘 클랜의 일원으로서<br />
<br />
난관들을 뚫고 나가야 하는 서사적인 스토리를 제공하는 게임이었다"<br />
<br />
<br />
<br />
<br />
8. 로마:토탈 워(Rome:Total War) 2004<br />
<br />
개발사: 크리에이티브 어셈블리<br />
<br />
배급사: 엑티비젼<br />
<br />
"로마-토탈워는 한번 잡으면 멈추는게 거의 불가능한 종류의 게임이며 확실하게 역대 최고<br />
<br />
의 PC 게임 중 하나로 고려해볼 가치가 있는 게임이다"<br />
<br />
<br />
<br />
7.시드마이어의 해적(Sid Meier's Pirates!) 1987<br />
<br />
개발사: Microprose<br />
<br />
배급사: Microprose<br />
<br />
<br />
"전함들끼리 해상전을 펼치고, 갑판 위에서 전투를 하며 수 많은 악당들과 1:1로 대결을<br />
<br />
하고 이국적 항구에서 물건들을 트레이드 하며 선원들을 모으고 잃어버린 보물을 찾아 다<br />
<br />
니며 납치된 가족을 구출하고 군주의 딸과의 로맨스를 펼치는 것 - 이 모든게 '해적'에 있다"<br />
<br />
<br />
<br />
<br />
6. 하프라이프(Half-Life) 1998<br />
<br />
개발사: 밸브<br />
<br />
배급사: 시에라<br />
<br />
"밸브의 이 전설적인 슈터는 단순하고 쏘고 달리기만 하던 장르를 놀랍도록 풍부하고 복<br />
<br />
잡한 스토리텔링 매체로 변화시켰다"<br />
<br />
"하프라이프가 출시됐을 때 이 게임을 접한 게이머들은 우리가 뭔가 혁명적이고 기념비적<br />
<br />
인 게임을 하고 있다는 느낌이 떠나지 않았을 것이다"<br />
<br />
<br />
<br />
<br />
5. 배틀필드 1942(Battlefield 1942) 2002<br />
<br />
개발사:디지털 일루션즈<br />
<br />
배급사:EA<br />
<br />
"그렇다. 이 게임은 완벽하지 않았다. 그러나 배틀필드 1942는 대규모 팀 단위 일인칭 슈터<br />
<br />
의 새로운 장을 열었고 게임 전장의 혼란스러울 정도로 우스꽝스러운 본질이 얼마나 재미있<br />
<br />
을 수 있는지 보여준 작품이다"<br />
<br />
<br />
<br />
<br />
<br />
4. 발더스 게이트2:쉐도우 오브 앰(Baldur's Gate II: Shadows of Amn) 2000<br />
<br />
개발사: 바이오웨어<br />
<br />
배급사: 인터플레이/블랙아일<br />
<br />
<br />
"이 게임이 2000년도에 나왔을 때 해보지 않은 사람이라면 지금 당장 구입해야 한다. 외관<br />
<br />
상으론 이제 그렇게 좋아보이진 않을 수 있으나 아직도 사상 최고의 RPG 중 하나이다"&nbsp;<br />
<br />
<br />
<br />
<br />
3. 문명4(Civilization IV) 2005<br />
<br />
개발사: 프락시스<br />
<br />
배급사: 2K Games<br />
<br />
"문명은 역대 최고의 PC 게임 리스트의 탑 5안에는 반드시 들 작품이다. 단지 문제는 시<br />
<br />
리즈 중 어느 편이 선정되느냐 하는 것이었다"<br />
<br />
<br />
<br />
2. 스타워즈: TIE Fighter(Star Wars TIE Fighter) 1994<br />
<br />
개발사: 루카스아츠<br />
<br />
배급사: 루카스아츠<br />
<br />
"스페이스 컴뱃 게임의 팬들이라면 윙 커맨더 혹은 엘리트 같은 게임들에 애정을 느끼겠지<br />
<br />
만 TIE Fighter 이전 혹은 그 이후에 나온 그 어떤 게임도 이 작품만큼 스페이스 컴뱃 장르<br />
<br />
의 액션과 드라마를 잘 살린 작품은 없었다"<br />
<br />
<br />
<br />
<br />
1.X-COM: UFO Defense 1994<br />
<br />
개발사: Mythos Games<br />
<br />
배급사: Microprose<br />
<br />
"이 게임은 무지하게 오래됐고 현시스템에서 돌리려면 DirectDraw를 해제시켜야 하지<br />
<br />
만 아직까지도 이 위대한 X-Com에 대항할 게임은 없다"&nbsp;<br />
<br />
"개념적으로 모든 플랫폼을 통틀어 역대 최고의 전략 게임 중 하나이다"<br />
<br />
"간단히 말하자면 전략 게임의 팬이라면 이 게임을 꺼내서 다시 플레이하지 않는 것에<br />
<br />
대한 변명은 있을 수 없다"&nbsp;</span>			 ]]> 
		</description>
		<category>Game Design</category>

		<comments>http://icdia.egloos.com/2462971#comments</comments>
		<pubDate>Sun, 01 Nov 2009 14:32:30 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ Analysis: How Call Of Duty DLC Boosts Revenue, Publicity ]]> </title>
		<link>http://icdia.egloos.com/2458866</link>
		<guid>http://icdia.egloos.com/2458866</guid>
		<description>
			<![CDATA[ 
  <i><div><span class="Apple-style-span" style="font-family: Verdana, Arial, Helvetica, sans-serif; color: rgb(85, 85, 85); "><div>COD가 &nbsp;DLC (DownLoad Contents)로 어느 정도 수익을 얻나 보군요. 결국 컨텐츠를 계속적으로 생산해서 판매하는 건 같아 보이는데, 어떤 방식으로 얼마나 효율을 가저 갈지, 또 어떤 경험을 제공할 지가 문제인 듯 합니다.</div><div><br />
</div><div>대강의 내용은 그래프를 참조하시고, 스팀 및 콘솔등을 활용해서 DLC매출을 올리는 듯 합니다.</div></span></div><div><br />
</div>[In this NPD analysis, part of our <a href="http://www.gamasutra.com/view/feature/4172/npd_behind_the_numbers_september_.php">monthly extended look</a> at U.S. console retail sales, Gamasutra examines DLC for Activision's <i>Call Of Duty: World At War</i>, calculating that the average <i>WaW</i> game owner has spent $9 on DLC, taking average sales per customer to $65.]</i><br />
<br />
Analysts and gamers alike anticipate that Activision Blizzard's <i>Call of Duty: Modern Warfare 2</i> will set the charts on fire in November of this year. <br />
<br />
We've selected its immediate predecessor – <i>Call of Duty: World at War</i> – as an example of how well a strong retail game can extend its revenue stream beyond the initial purchase.<br />
<br />
According to exclusive U.S. sales data provided by the NPD Group, the Xbox 360 and PlayStation 3 versions of World at War have sold for an average $56 since the game's launch in November 2008.<br />
<br />
Moreover, Activision Blizzard has published three Map Packs as paid downloadable content (DLC) in March, June, and August of this year. Each pack sells for $10 and as of mid-August the latest figures revealed that 6.5 million map packs had been downloaded by consumers worldwide.<br />
<br />
We spoke with our colleague, Jesse Divnich of EEDAR, about how we might estimate the number of <i>World at War</i> DLC purchases in the U.S. According to Divnich, “59% of <i>Call of Duty: World at War</i> retail sales occurred in the United States.”<br />
<br />
Elaborating further, he added that Xbox 360 owners and North American consumers more generally are more likely to purchase DLC. Based on those figures, Divnich said that 65% of all <i>World at War</i> map packs could easily have been sold to U.S. owners.<br />
<br />
Including sales since August 2009, we expect that <i>World at War</i> map packs have now reached nearly 7 million units worldwide. Assuming that 65% of those sales were inside the U.S. at $10 each, we estimate that Activision Blizzard could have realized an additional $45 million in revenue on top of retail sales of <i>Call of Duty: World at War</i> on just the Xbox 360 and PlayStation 3.<br />
<br />
However, the DLC revenue is different from retail revenue because it more closely resembles the publisher selling directly to the consumer with greatly reduced overhead and a higher margin. <br />
<br />
Not only is there no physical product to be manufactured and shipped, but retailers simply aren't an issue. There are, however, some network fees incurred when distributing through Microsoft's Xbox Live service or Sony's PlayStation Network.<br />
<br />
(In addition, publishers like DLC because it offers an opportunity to re-promote the game, also meaning incremental additional sales as people consider purchasing it to play the downloadable content.)<br />
<br />
<img src="http://www.gamasutra.com/db_area/images/feature/4172/cod-waw-asp.png"><br />
<br />
We estimate that in the U.S. the average PS3 and Xbox 360 <i>Call of Duty: World at War</i> consumer has paid approximately $65 for the game. This takes into account the PS3 and Xbox 360 consumers who bought only the game along with those who bought one or more map packs. In effect, the DLC sales have increased the revenue per software unit by 15%.<br />
<br />
There are several assumptions we've made along the way. First, we have neglected Windows PC sales of <i>Call of Duty: World at War</i>. While the retail sales figures we have cited did not include that version of the game, it is not perfectly clear whether those figures were included in the map pack download totals that Activision Blizzard publicized. We don't believe so, but cannot be positive.<br />
<br />
If one must consider Windows PC sales, the situation becomes even more difficult to track since that version of the game was sold at retail and through both Valve's Steam and IGN's Direct2Drive digital distribution systems.<br />
<br />
With <i>Modern Warfare 2</i> expected to best <i>World at War</i>'s 11 million units in sales, it seems certain that consumers will again be tempted with paid DLC throughout 2010 as Activision Blizzard attempts to maximize its revenue per sale.			 ]]> 
		</description>
		<category>Game industry</category>

		<comments>http://icdia.egloos.com/2458866#comments</comments>
		<pubDate>Tue, 27 Oct 2009 02:17:20 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ 크라이엔진3 릴리즈! ]]> </title>
		<link>http://icdia.egloos.com/2449774</link>
		<guid>http://icdia.egloos.com/2449774</guid>
		<description>
			<![CDATA[ 
  <div>Five Reasons to License CryENGINE® 3</div><div><br />
</div>CryENGINE® 3 games achieve the best possible results. Our R&amp;D team of 40 engineers are constantly improving the engine to maintain its position as the industry benchmark. Help is also on hand from our 20 strong engine support team, including dedicated staff in US, China, Korea and Japan, ready to support you online and in person at your studio. <br />
<br />
<a name="2"></a><span class="head01">• Achieve your Vision</span><br />
CryENGINE® 3 doesn’t constrain your development team with artificial limits on their creativity. With CryENGINE® 3’s multi-genre and multi-platform support, your team will have creative freedom developing your product. CryENGINE® 3 can also support a huge variety of settings: huge and fully interactive exteriors, incredibly detailed interiors, gigantic cave structures, oceans and even deep space – with realistic or highly stylized graphics. The incredible power of the CryENGINE technology has also been hugely optimized in CryENGINE® 3 to deliver great scalability, enabling benchmark quality of graphics and interactivity, on all supported platforms.<br />
<br />
<a name="3"></a><span class="head01">• Real-time, all the time</span><br />
CryENGINE® 3 is the only 100% real-time game development engine in the market. But what does this mean?<br />
It means that from content creation to actual game-play, there are no delays caused by the engine crunching the numbers. Changes made anywhere by any developer are immediately playable. By being 100% real-time, CryENGINE® 3 removes delays and bottlenecks on development and production, saving time for developers and eradicating down-time during development.<br />
<br />
<a name="4"></a><span class="head01">• Create more content, in less time, with less risk</span><br />
CryENGINE technology led the world with the Sandbox “What You See Is What You Play” tool system, which allows developers to immediately play their creations. This feature has been improved with each iteration of the CryENGINE technology and now, in our 3<sup>rd</sup> generation engine, it uniquely delivers this power across all supported platforms, <span style="TEXT-DECORATION: underline">simultaneously!<br />
</span>This approach to development materially reduces the time and cost of creating content - with CryENGINE® 3 your team will build levels for their games in days, not weeks, make changes on 3 platforms at once, in real-time and achieve greater quality, at a lower cost.<br />
<br />
<a name="5"></a><span class="head01">• All-in-One solution<br />
</span>CryENGINE® 3 is the only 3<sup>rd</sup> Generation Engine which delivers all you need to create amazing AAA+ games in one program. With all necessary game building tools contained within one engine, this approach saves money (as there is no need to license other technologies) and improves performance – all our systems (AI, Animation, Physics, Rendering, Streaming, Network) are perfectly synchronized and matched. Improvements to features will be delivered by Crytek throughout your project without risk of effecting game performance.&nbsp;<br />
			 ]]> 
		</description>
		<category>Game industry</category>

		<comments>http://icdia.egloos.com/2449774#comments</comments>
		<pubDate>Thu, 15 Oct 2009 04:20:20 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ 구글 닥스에서 간단한 간트차트 ]]> </title>
		<link>http://icdia.egloos.com/2433203</link>
		<guid>http://icdia.egloos.com/2433203</guid>
		<description>
			<![CDATA[ 
  간단한 간트차트 기능이 있네요. 저는 개인적인 일정을 간단하게 차트로만하고 있었는데.<br />
<br />
간단한 것 보다 좀더 나은(?) 간(?)트차트 가젯이 있었군요!<br />
<br />
한번 사용해보세요들<br />
<br />
Jes의 사용예<br />
<br />
<div style="text-align:center"><img class="image_mid" border="0" onmouseover="this.style.cursor='pointer'" alt="" src="http://pds15.egloos.com/pds/200909/25/12/d0020212_4abb90a3b4ebd.jpg" width="500" height="108.236151603" onclick="Control.Modal.openDialog(this, event, 'http://pds15.egloos.com/pds/200909/25/12/d0020212_4abb90a3b4ebd.jpg');" /></div><br />
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/dp6J6Bw92d4&hl=ko&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/dp6J6Bw92d4&hl=ko&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object><br />
			 ]]> 
		</description>
		<category>3M(머니,매니지먼트, 마케팅)</category>

		<comments>http://icdia.egloos.com/2433203#comments</comments>
		<pubDate>Wed, 23 Sep 2009 08:57:49 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ 나아지고 있다는 느낌.. 그리고 믿음.. ]]> </title>
		<link>http://icdia.egloos.com/2429557</link>
		<guid>http://icdia.egloos.com/2429557</guid>
		<description>
			<![CDATA[ 
  <span class="Apple-style-span" style="font-family: Gulim; line-height: 19px; color: rgb(85, 85, 85); ">갑자기 충동적으로 글을 쓰게 되는데,(업무 시간 중이니 짧게 쓰자는 마음을 가지고서...:D )<div><br />
</div><div>나아지고 있다는 느낌, 혹은 믿음이</div><div>사람들에게 매우 중요한 느낌일 것 같네요.(물론 게임에도! 인생이 게임이고 게임이 인생이다!?!? ㅎㅎ)<div><br />
</div><div>나아진다는 느낌이라는 건,</div><div>때로는 &nbsp;외적/논리적으로 표시되는 것일 수도 있고,</div><div>누군가가 해주는 칭찬일 수도 있으며,</div><div>마음속에서 크게 외치는 "해냈어"가 될 수 있을 것 같습니다.</div><div><br />
</div><div>변수가 많은 현실에서 믿음을 가지는 건,</div><div>그 동안 자신이 이룬 것을 바탕으로 한 자신감일 수도 있으며,</div><div>신에 대한 믿음일 수도 있을 것 같습니다.</div><div>주변에서 자신에게 기대하는 바가 될 수도 있으며,</div><div>자신만의 정체성을 가지려는 강한 의지 일 수도 있습니다.</div><div><br />
</div><div><br />
</div><div>제 경우에는 믿음, 의지를 가지다가도, 높은 목표에 좌절을 자주 하는 스타일이라서, 평소에&nbsp;강한 자부심을 가지려고 노력합니다.</div><div>최근에&nbsp;자신의 나약함과, 주변의 상황에 흔들리다.&nbsp;방금 전 "해냈어"를 느꼈는데. 여러분들은 어떠세요?</div><div><br />
</div><div><br />
</div><div>빨리&nbsp;한국 가서 좋은 얼굴로 한분한분 다시 뵙고 싶네요</div><div>파이팅!</div></div></span>			 ]]> 
		</description>
		<category>Fragrance of Life</category>

		<comments>http://icdia.egloos.com/2429557#comments</comments>
		<pubDate>Fri, 18 Sep 2009 14:27:14 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ 게이머의 감정을 조절하려면? ]]> </title>
		<link>http://icdia.egloos.com/2344159</link>
		<guid>http://icdia.egloos.com/2344159</guid>
		<description>
			<![CDATA[ 
  <font class="Apple-style-span" color="#555555" face="Gulim, Verdana, sans-serif"><span class="Apple-style-span" style="line-height: 19px;">요즘 흥미롭게 생각중인게, 어떻게 게임의 감정을 표현하고, 플레이어의 감정을 유도 해볼까입니다.<div><br />
</div><div>일반적으로 게임속에 새로운 기능이 많아서 학습할 거리가 많으면, 강한 도전의식, 자극, 목표감, 보상들이 없으면 플레이어들이 진행을 중단하는 경우가 많습니다.&nbsp;</div><div>우리는 이런 점을 게임은 즐기려고 하는 것이다고 표현하죠. 릴렉스하는 것을 즐기고, 이미 알고 있던 즐거움을 다시 느끼고 싶어하는, 편안한 즐거움을 찾는 유저라고 볼수 있습니다. 굳이 분류하자면 혹은 캐주얼 유저, 혹은 저(?) 같은 노땅(?)유저로 가능한 것 같습니다.</div><div><br />
</div><div>새로운 기능을 여러가지 익혀야 하는 상황속에서 플레이어는 그 과정을 즐거운 도전과제, 이 것을 해내면 나아진다는 믿음, 내 케릭터와 전적/history에 대한 사랑 보다는 이 기능을 익혀도 또 배울게 산더미 처럼 있을 거야. 여전히 나는 그 적을 이기기 힘들 거야. 익히려면 시간이 많이 걸리는데 괜찮을까? 라는&nbsp;<span class="Apple-style-span" style="text-decoration: underline; ">두려움</span>과&nbsp;<span class="Apple-style-span" style="text-decoration: underline; ">의심</span>이라는 감정을 자신도 모르게 느끼는 경우가 많습니다.&nbsp;</div><div><br />
</div><div>단순히 학습량을 혹은 잠재적인 두려움, 의심의 요소를 적절하게 줄이는 것은 하드코어/케주얼 플레이어에 따라 접근 방법이 다르고 또 이에 따라 많은 개발 자원이 필요합니다.</div><div><br />
</div><div><br />
</div><div><br />
</div><div>결론을 이야기하자면, 학습할게 무~지 많고, 난이도도 어려운 게임을 접하는 플레이어의 &nbsp;<b><span class="Apple-style-span" style="text-decoration: underline; ">부정적&nbsp;</span></b><b><span class="Apple-style-span" style="text-decoration: underline; ">감정</span></b>을, 어떻게&nbsp;<b><span class="Apple-style-span" style="text-decoration: underline; ">긍정적 감정</span></b>으로 바꿀까... 라는 원론적인 고민이 생깁니다.</div><div>무언가 도전해보고 싶은 장치는 어떻게 만들까요? 지금 생각은 그 장치의 내부는 사람의 마음, <span class="Apple-style-span" style="text-decoration: underline;">믿음, 사랑</span>을 기반으로 작동하지 않을까.. 라고 여겨집니다.</div><div><br />
</div><div>나중에 시간을 내어 좀더 고민을 해볼 요량입니다.</div><div><br />
</div><div><br />
</div><div>혹시 고민을 해보신 선배분이나, 더 좋은 방법이 있다면 어떤 것이 있을까요?</div></span></font>			 ]]> 
		</description>
		<category>Game Design</category>

		<comments>http://icdia.egloos.com/2344159#comments</comments>
		<pubDate>Fri, 12 Jun 2009 00:42:23 GMT</pubDate>
		<dc:creator>언식</dc:creator>
	</item>
	<item>
		<title><![CDATA[ 현재를 위한 노력과 미래를 위한 투자 ]]> </title>
		<link>http://icdia.egloos.com/2331441</link>
		<guid>http://icdia.egloos.com/2331441</guid>
		<description>
			<![CDATA[ 
  <span class="Apple-style-span" style="color: rgb(51, 51, 51); font-family: 돋움; line-height: 18px; "><div>아래는 예전에 쓴 글인데,  제일 마지막 문장을 쓰면서 고민을 많이 했던 기억이 납니다. 오늘 윤희정님의 말씀으로 예전에 찾지 못했던 답을 좀더 명확히 이해 한것 같습니다.</div><div><br />
</div><div>예전 글중 일부>></div>예전에 제가 함께 일한 한 친구는 능력이 정말 뛰어났었습니다. 남들보다 기술적 능력이 뛰어났었고, 짧은 시간에 많은 업무를 보다 뛰어나게 처리할 수 있는 능력을 가지고 있었습니다. 하지만 여러 가지 이유로 인해서 회사에서는 적절한 보상을 하지 못했고, 그 친구는 실망을 하고, 차츰 불성실 해지더니, 이윽고 새로운 곳을 찾아 떠났습니다. 얼마 후 다른 경쟁사로 들어간 그 친구의 소식을 들을 수 있었고, 그 곳에서도 적절한 보상이 주어 지지 않자, 다시 자리를 옮겼다는 소식을 들을 수 있었습니다.<br />
 <br />
우리는 지식 노동자입니다. 지식 노동자는 자신의 경험과 노하우를 조직에 제공하고, 그에 상응하는 대가를 지불 받습니다.<br />
사람들은 내가 얼마를 지급 받는지 염려하고, 더 많은 보상을 받기를 원합니다. 일부 사람들은 현재 받는 보상이 스스로가 제공한 업적에 미치지 못하면 이는 적절하고 공평한 계약이 아니라고 생각합니다. 더 많은 보상을 요구 하기도 하며, 심지어 어떤 이들은 자신이 제공할 수 있는 경험과 노하우를 줄이기 까지 합니다.<br />
가격보다 뛰어난 만족감을 주지 않는 제품은 팔리지 않습니다. 우리가 자신을 세우고, 광을 낼 수 있는 곳을 찾듯이, 조직 또한 자신의 가치를 올릴 수 있는 지식 노동자를 필요로 합니다.<br />
<span class="Apple-style-span" style="text-decoration: underline;">인생에서 현재를 위한 노력과 미래를 위한 투자는 균형적으로 이루어져야 합니다. 하지만 이는 지금 이 순간에 스스로가 낼 수 있는 최고의 성과를 내지 않고 후일을 도모하는 것과는 다릅니다.</span></span><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;">지금이라면 이 마지막 문장을 좀더 명확하게 이렇게 쓸 것 같습니다.</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;">인생에서 현재를 위한 노력과 미래를 위한 투자는 균형적으로 이루어져야 합니다. <span class="Apple-style-span" style="text-decoration: underline;">하지만 이는 현재에 최고의 성과를 내지 않고 미래를 준비하는 것과는 다름니다. 미래는 현실의 연장입니다. 현재에 충실하고, 주변에 영감을 주는 사람은 그 주변사람들의 도움으로 그들과 함께 미래를 개척해나갑니다.</span></span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;">예전 글 원문 링크</span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><a href="http://icdia.egloos.com/1732602">http://icdia.egloos.com/1732602</a></span></font></div><div><font class="Apple-style-span" color="#333333" face="돋움"><span class="Apple-style-span" style="line-height: 18px;"><br />
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		</description>
		<category>Fragrance of Life</category>

		<comments>http://icdia.egloos.com/2331441#comments</comments>
		<pubDate>Fri, 29 May 2009 00:25:34 GMT</pubDate>
		<dc:creator>언식</dc:creator>
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		<title><![CDATA[   Analysis: Sid Meier's Key Design Lessons ]]> </title>
		<link>http://icdia.egloos.com/2312802</link>
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  <em>[In an essential design column, originally printed in </em><a href="http://www.gdmag.com/homepage.htm"><em>Game Developer</em></a><em> magazine, EA Maxis designer and programmer Soren Johnson (Spore, Civilization IV) shares four major insights from design legend Sid Meier on creating truly good games.]<br><br></em>Most game developers are familiar with Sid Meier's dictum that "a good game is a series of interesting choices." <br><br>In fact, my co-columnist Damion Schubert started his recent article on player choice (October 2008) by referencing this famous quote. <br><br>However, over the course of his career, Sid has developed a few other general rules of game design, which I heard him discuss many times during my seven years (2000-2007) at his studio, Firaxis Games. As these insights are quite practical lessons for designers, they are also worthy of discussion.<br><br><b><u>Double It Or Cut It By Half</b></u><br><br>Good games can rarely be created in a vacuum, which is why many designers advocate an iterative design process, during which a simple prototype of the game is built very early and then iterated on repeatedly until the game becomes a shippable product. <br><br>Sid called this process "finding the fun," and the probability of success is often directly related to the number of times a team can turn the crank on the loop of developing an idea, play-testing the results, and then adjusting based on feedback. <br><br>As the number of times a team can go through this cycle is finite, developers should not waste time with small changes. Instead, when making gameplay adjustments, developers should aim for significant changes that will provoke a tangible response.<br><br>If a unit seems too weak, don’t lower its cost by 5%; instead, double its strength. If players feel overwhelmed by too many upgrades, try removing half of them. In the original Civilization, the gameplay kept slowing down to a painful crawl, which Sid solved by shrinking the map in half. The point is not that the new values are likely to be correct - the goal is to stake out more design territory with each successive iteration.<br><br>Imagine the design space of a new game to be an undiscovered world. The designers may have a vague notion of what exists beyond the horizon, but without experimentation and testing, these assumptions remain purely theoretically. Thus, each radical change opens up a new piece of land for the team to consider before settling down for the final product.<br><br><b><u>One Good Game Is Better Than Two Great Ones</b></u><br><br>Sid liked to call this one the "Covert Action Rule," a reference to a not-altogether-successful spy game he made in the early ’90s:<br><br><i>The mistake I made was actually having two games competing with each other. There was an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and what cities they were in, and it was an involved mystery-type plot. <br><br>Individually, each part could have been a good game. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you’d do this cool action thing, and you’d get out of the building, and you’d say, "What was the mystery I was trying to solve?" Covert Action integrated a story and action poorly because the action was actually too intense - you’d spend ten minutes or so of real time in a mission, and by the time you got out, you had no idea of what was going on in the world.</i><br><br>In other words, even though both sections of the game were fun on their own, their co-existence ruined the experience because the player could not focus her attention on one or the other. <br><br>This rule points to a larger issue, which is that all design choices only have value in relation to one another, each coming with their own set of cost/benefit trade-offs. Choosing to make a strategic game also means choosing not to make a tactical one. Thus, an idea may be “fun” on its own but still not make the game better if it distracts the player from the target experience. Indeed, this rule is clearly the reason why the Civ franchise has never dabbled with in-depth, tactical battles every time combat occurs.<br><br>However, sometimes multiple games can co-exist in harmony with each other. Sid’s own <i>Pirates!</i> is an example of a successful game built out of a collection of fighting, sailing, and dancing mini-games. However, these experiences were always very short - a few minutes at the most - leaving the primary focus on the meta-game of role-playing a pirate. Each short challenge was a tiny step along a more important larger path, of plundering all Spanish cities or rescuing your long-lost relatives.<br><br>Another example of a successful mix of separate sub-games is <i>X-Com</i>, which combined a tactical, turn-based, squad-level combat game with a strategic, real-time, resource-management game. As with <i>Pirates!</i>, what makes <i>X-Com</i> work is that the game chose a focus - in this case, the compelling tactical battles between your marines and the invading aliens. <br><br>The high-level, strategic meta-game exists only to provide a loose framework in which these battles - which could take as long as a half hour each - actually matter. One doesn’t fight the aliens to get to manage resources later; instead, one manages resources to get to perform better - and have more fun - in future battles.<br><br><b><u>Do Your Research After The Game Is Done</b></u><br><br>Many of the most successful games of all time - <i>SimCity, Grand Theft Auto, Civilization, Rollercoaster Tycoon, The Sims</i> - have real-world themes, which broadens their potential audience by building the gameplay around concepts familiar to everyone. <br><br>However, creating a game about a real topic can lead to a natural but dangerous tendency to cram the product full of bits of trivia and obscure knowledge to show off the amount of research the designer has done. This tendency spoils the very reason why real-world themes are so valuable - that players come to the game with all the knowledge they already need. <br><br>Everybody knows that gunpowder is good for a strong military, that police stations reduce crime, and that carjacking is very illegal. As Sid puts it, "the player shouldn’t have to read the same books the designer has read in order to be able to play."<br><br>Games still have great potential to educate, just not in the ways that many educators expect. While designers should still be careful not to include anything factually incorrect, the value of an interactive experience is the interplay of simple concepts, not the inclusion of numerous facts and figures.<br><br>Many remember that the world’s earliest civilizations sprang up along river valleys -- the Nile, the Tigris/Euphrates, the Indus -- but nothing gets that concept across as effectively as a few simple rules in Civilization governing which tiles produce the most food during the early stages of agriculture. Furthermore, once the core work is done, research can be a very valuable way to flesh out a game’s depth, perhaps with historical scenarios, flavor text, or graphical details. Just remember that learning a new game is an intimidating experience, so don’t throw away the advantages of an approachable topic by expecting the player to already know all the details when the game starts.<br><br><b><u>The Player Should Have The Fun, Not The Designer Or The Computer</b></u><br><br>Creating story-based games can be an intoxicating experience for designers, many of whom go overboard with turgid back stories full of proper nouns, rarely-used consonants, and apostrophes. Furthermore, games based on complex, detailed simulations can be especially opaque if the mysterious inner workings of the algorithmic model remain hidden from view. As Sid liked to say, with these games, either the designer or the computer was the one having the fun, not the player.<br><br>For example, during the development of <i>Civilization 4</i>, we experimented with government types that gave significant productivity bonuses but also took away the player’s ability to pick which technologies were researched, what buildings were constructed, and which units were trained, relying instead on a hidden, internal model to simulate what the county’s people would choose on their own. <br><br>The algorithms were, of course, very fun to construct and interesting to discuss outside of the game. The players, however, felt left behind -- the computer was having all the fun -- so we cut the feature.<br><br>Further, games require not just meaningful choices but also meaningful communication to feel right. Giving players decisions that have consequence but which they cannot understand is no fun. Role-playing games commonly fail at making this connection, such as when players are required to choose classes or skills when "rolling" a character before experiencing even a few seconds of genuine gameplay.<br><br>How are players supposed to decide between being a Barbarian, a Fighter, or a Paladin before understanding how combat actually works and how each attribute performs in practice? Choice is only interesting when it is both impactful and informed.<br><br>Thus, in Sid’s words, the player must "always be the star." As designers, we need to be the player’s greatest advocate during a game’s development, always considering carefully how design decisions affect both the player’s agency in the world and his understanding of the underlying mechanics. <br><br>source:<br><a href="http://www.gamasutra.com/php-bin/news_index.php?story=23458">http://www.gamasutra.com/php-bin/news_index.php?story=23458</a>			 ]]> 
		</description>
		<category>Game Design</category>

		<comments>http://icdia.egloos.com/2312802#comments</comments>
		<pubDate>Fri, 08 May 2009 17:05:01 GMT</pubDate>
		<dc:creator>언식</dc:creator>
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