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題名:奇幻風格的3D ARPG遊戲創作評析--以"HERA"為例
書刊名:International Journal of Digital Media Design
作者:朱文浩 引用關係陳星平 引用關係王清煌 引用關係
作者(外文):Jue, Wu-hawChen, Hsin-pingWang, Ching-huang
出版日期:2014
卷期:6:1
頁次:頁72-83
主題關鍵詞:3D ARPG遊戲奇幻風格HERA3D ARPG gameFantasy-style
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
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  • 點閱點閱:6
本論文是以個案研究法來探討以3D 製作而成的ARPG 遊戲「HERA」作品;此遊戲背景是 一個孕育許多奇幻的生物與文化的島國,玩家在遊戲中扮演「芬布爾」亦即島主之子,故事主軸 環繞著代表光明與黑暗的雙刀,雙刀是權力的象徵,而為了取得雙刀,角色們各自心懷鬼胎,背 叛利用,遊戲中是用主角的視角去觀看整個遊戲的人物關係。製作團隊透過「HERA」的動作角 色扮演遊戲,可以讓一般民眾進入遊戲世界時,除了達到娛樂的效果之外,並藉著遊戲世界裡的 光影特效、疑雲重重的劇情安排,吸引大家投入到主角的故事發展之中。 關於此個案研究,首先透過通盤了解此奇幻風格的冒險遊戲的創作過程,並針對遊戲故事情 節的發想、關卡的設計、遊戲角色場景設計、取景運鏡的效果、人物動作設定等各個面向進行分 析探討,透過研究分析,進而提供相關的建議;也藉由縝密而深入的個案研究法,提出一種讓遊 戲創作更能充分發揮故事性與遊戲特質的方法建言,進而歸納整合出提升遊戲創作作品素質的具 體策略。
The aim of the paper is to investigate the work HERA about a fantasy-style adventurous story, created as a 3D ARPG game. HERA implies “creation.” The adventurous story describes a prosperous island nation where tons of fantastic creatures and cultures are created and at the same time light and darkness occur. The gamer acts as the son of the island nation, Finbul (芬布爾). The story focuses on two knives, a sign of power, which stand for light and brightness respectively. As such, characters’ end justifies their means in the game. The relationship among gamers in the story is addressed through the internal narrator—the protagonist. The creation team hopes that the role play in the HERA can allow gamers to enjoy its entertainment and pay attention to the narrator’s story through the special effects and suspense narration in the game. The research study reveals the creating process through the understanding of the fantasy-style adventurous game, and offers relevant suggestions after data analysis that focuses on the imagination of its plots, the design of barriers, the design of the characters’ scenes, the production of the view-finding and photography-employing effects, the design of the characters’ acts, and so forth. Also, through the careful and deep investigation, the study offers suggestions which can make the creation of a game more story-like and dramatic, and thereby provides concrete strategies to improve the quality of game works.
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6.董皇志(2013)。設計研究方法。台北市:全華。  延伸查詢new window
 
 
 
 
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