March 30, 2016

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Handshake and acid rain

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Handshake and acid rain
 
We shake hands with many people in life. But most of us don't know where it is derived from. It was a sign of peace showing that neither person was carrying a sword to attack each other. Most readers of this column probably know the term "acid rain" and use the word sometimes. However, a minority of people know that rainfall is acidic. The normal rainfall is slightly acidic compared to acid rain or acid deposition, which is a strong acid, because of the presence of dissolved carbonic acid. We often see the results of somethings forgetting about the true meaning of them.
 
What about in the video games? We can often see games lost their original purpose. While playing recently released role-playing games, users frequently have quests to kill giant monsters. In the majority of cases, it's killing the giant ones. The idea of a giant monster was originated from a trickery boss monster shown specific parts of the body on the screen when video games couldn't take up so much storage space. Most of them were dragon-like segmented monsters. Without drawing additional animations, developers only had to adjust their joint position to animate those monsters. It helped to shrink the size of the game and the super-size boss monsters have continuously developed thanks to great efficiency. After the capacity-related hardware problem being fixed, the mammoth monster was the symbol of strength. Especially, an overpowering boss monster in a massively multiplayer online role-playing game (MMORPG) could be killed only by group play or cooperative attack of a guild or clan. The mission of this kind was used to induce cooperation among players and users' active participation in a community, and the boss monster was faithful to its role. It also was a great motivator for a solo-playing user to improve his proficiency going through an ordeal wisely and overcoming the deficiency. Even a player, who had the highest level of character in a certain stage, couldn't kill a boss monster without his amazing control, and it was like training to goes to a higher difficulty level. However, as developers haven't earnestly thought about the necessity of the giant boss monster, it was demoted to the gigantic and flamboyant outer figure. And a user doesn't need to spend a few hours or several days to clear the biggest enemy because it is not a huge barrier anymore.
 
Of course, the massive and magnificent monster is a nice visual figure. However, it is nothing more than an unessential accessory in a game without its clear purpose or intention. There are too many pretty-pretty games these days. It seems that I am talking only about the boss monster, however, I'd like to say that I'm waiting for playing a not-fancy-but-fun game touching me.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui

March 16, 2016

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Dialectic of video game

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Dialectic of video game
 
The dialectical method is a method of philosophical argument. Dialectics is to establish the truth resolving the contradiction through a discourse or argument between opposing forces holding different perspectives about a subject matter. It is a progression of three propositionsthesis, antithesis, and synthesisin which the first opinion is followed by a second thought that denies the first, and the conflict between the two resolved by a third idea. It's largely discussed based on the development or progress.
 
The principles of the dialectical paradigm are often cited to explain the advance in a particular field. For example, cell phones have evolved over the years. In the early '90s, mobile phones were so large and heavy that they were often called brick. With continuous efforts to reduce the sizes, they were in users' pockets in the late '90s. As cellular phones were getting more portable, phone manufacturers came up with new features. Phones worked as a game console, camera, and an MP3 player. While the competition for better performance was heating up, phones had a camera from one million to four million megapixels and an MP3 player from 100MB to 1GB jukebox. Hand-held cell phones got heavy and large again due to their increased performance and additional functionalities. Since users consumed more and more content on their cellphones, the bigger-screen smartphone was first introduced to the market. The early version of the 3-inch smartphone was developed into a form of the large-and-heavy one because of the increasing number of applications. It's not hard to forecast that a high-portability product highlighting important functions will probably be released in the market shortly. This applies in various fields such as laptops, automobiles, and cameras as well as mobile phones.
 
How does it work in the gaming industry? Aside from their past histories, mobile games have been in the same situation for recent 2-3 years. Video game developers tried many different approaches to make an optimum game for mobile applications for the nascent smartphone market, which led to a variety of mobile games. And at one point, stable games proven in other devices were recognized in the market. For example, there was a role-playing game (RPG) and real-time strategy (RTS). In recent 1-2 years, they have been much more complicated with a wide range of improvements. A game user reaching a reasonable level of proficiency easily plays a stereotyped game. Developers keep trying to add new features to appeal to those users and a chosen function becomes a new stereotyped one. In this way, games are gradually difficult and complicated with various functions.
 
An excessively difficult game loses its customers little by little and only a few maniacs enjoy it. Recently, a game which has gone the opposite way is catching popularity. It's Clash Royale. The game, which drastically reduced complicated strategies from a popular hit Clash of Clans, focuses on the combat itself. It seems rather a tactic-centered game compared to the previous strategy game. The market has been always developed looking for the synthesis between thesis and antithesis. Clash Royale seems like the antithesis of the Clash of Clans. Now, it's time to suggest a new synthesis. I feel uncomfortable enjoying a role-playing game which makes me get tired due to too complicated rules and multiple features.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui

March 02, 2016

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Dreaming of making Legend Heroes in the gaming world

泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]
 
Dreaming of making Legend Heroes in the gaming world
 
March 3, 2016, when I'm writing this column, is a very meaningful day for me. It's a general back-to-school day for students and entrance-into-a school day for new students. Plus, it's the beginning of spring and my niece's birthday. Above all things, Legend Hero, a domestic Tokusatsu (special filming)a Japanese term for live-action film or television drama that makes heavy use of special effectswhich hasn't been produced for a long time, premiered on Mar. 3. Some readers might think about what the big deal is. However, I like Tokusatsu a whole lot. In particular, till quite recently before I become so busy, I used to look forward to Kamen Rider Series every year. Of course, besides the home-grown special filming, there are other reasons that Legend Heroes is very meaningful to me.
 
In 2008, a promotion video clip was shown online about a new Tokusatsu in the making. The video made me get excited because it showed better-than-expected local special effects. I eagerly looked forward to domestic special filming on par with Japanese Tokusatsu, however, the project was suspended because of its funding failure. It was SF X Fantasy Rayforce. And, recently, the project that was forgotten for almost a decade appeared in front of me who is not a viewer but an investor. A team planned the project in the past was trying to attracting investment for a new project named Legend Hero which I noted in the beginning. While I listened to a detailed explanation, I had a gut feeling that this would be good because of its higher-quality planning and meticulous preparation. But insiders of my company was not happy with the project. Because home-made special effects movies have never made any good performances and never been a highly profitable business. Some raised a question about a story of Records of the Three Kingdoms saying that it seems too difficult for children. The others examined the business potential worrying about the disruption of the project due to a lack of 7 billion won worth of funds. I had persuaded them persistently for about six months explaining various secondary markets earnings and toy-market expansion, and, to demonstrate the teammates' ability, showing a video clip made by the team compared to recent Japanese ones. I finally won their approval in reward for my effort; they may have given up their right to oppose. Luckily, I funded the project in May last year.
 
The much-troubled Legend Heroes was aired today. I do not know the result. Viewer reactions are yet to be known. However, I believe that the team's endeavor and patience will pay off. I think the chemistry between the investor and the project is very important. I could accept suffering and kept trying to progress investment since it was my home ground. I have seen many times discontinued game development projects due to a lack of funds since last year. Despite previous failures, developers would require the knowhow to make a video game. I expect that those hidden treasures can see the light of the world again.
 
 
This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
(http://www.khgames.co.kr)
 
Translation by Kim Ki-hui