New China MMO stats

New China MMO stats

April 9th, 2009 
  • 63% growth in 2008
  • $2.8b in revenue
  • Six operators brought in more than $200m last year…
  • …but each of them tended to have just one title that did it for them
  • Social networking continues to grow there (55m users) and cross-pollinate with games

Top games in terms of concurrency:

  • Netease’s Fantasy Westward Journey : 1,800,000 concurrent users.
  • Giant’s Zhengtu Online : 1,500,000 (this is the one that’s controversial for its “gambling” nature)
  • Tencent’s Dungeon and Fighter: 1,200,000 (see here, sidescroller)
  • Blizzard’s World of Warcraft: 1,000,000

from China’s MMO market to hit $5.5b by 2012 // News.


출처: 라프코스터 홈페이지

by 언식 | 2009/04/13 12:22 | Game industry | 트랙백 | 덧글(0)

플래그십 스튜디오에서 배운 ‘실패의 교훈’

플래그십 스튜디오에서 배운 ‘실패의 교훈’

전(前) 플래그십 비즈니스 디렉터의 GDC 2009 강연 정리

2007 10플래그십 스튜디오는 남부럽지 않은 개발사였다. 플래그십은 <디아블로시리즈를 만든 유능한 개발진과 오리지널 IP(헬게이트런던미소스)를 보유하고 있었다자신의 운명을 스스로 결정할 수 있었고기대작 <헬게이트런던>의 출시도 앞두고 있었다.

 

그로부터 8개월 후플래그십 스튜디오는 대부분의 직원을 해고했다. 이어서 그들의 게임에 대한 권리(IP)를 잃었고, 회사는 문을 닫았다.

 

지난 27일 막을 내린 게임개발자회의(GDC) 2009에서 눈에 띄는 세션이 하나 진행됐다(플래그십 스튜디오의 비즈니스 개발 디렉터 스테판 골드스타인(Stephan Goldstein, 오른쪽 사진)’이 전하는 실패의 교훈이었다.

 

그는 지난 26 GDC 연단에 올라 내가 플래그십 스튜디오에서 배운 교훈(My Lessons Learned from Flagship Studios)’이라는 주제로 세션을 진행했다.

 

GDC에서 성공한 게임의 비결탐구와 실패한 게임의 원인분석(강평)은 쉽게 찾아 볼 수 있다. 하지만 어떻게 회사가 망했는지” 냉정하게 돌아보는 세션은 극히 드물다.

 

해외 매체들이 보도한 스테판 골드스타인의 아프게 돌아본 플래그십의 실수를 요약해서 정리했다그는 이번 세션이 모든 독립 개발자들에게 적용되는 이야기라고 강조했다개발사를 시작하려고 하는, 신작을 런칭하려고 하는, 이미 신작을 런칭한 이들에게 들려 주고 싶다는 것이다.

 

 

■ 레슨 ① 대안이 없었다. 플랜A만 있었다

 

스테판 골드스타인은 플래그십을 설립했을 때 멤버들이 생각했던 것은 플랜(plan)A’ 뿐이었다고 밝혔다무언가 일이 벌어졌을 때 적용할 수 있는 플랜B’가 없었다는 것이다.

 

그는 플래그십의 핵심 멤버들은 유능한 개발자였지만, 정작 용의주도한 비즈니스 플랜이나 재정 계획은 갖고 있지 않았다고 말했다결과적으로 플랜A는 계획대로 실행되지 않았고플래그십은 자금난에 직면하면서 순식간에 무너졌다.

 

 

 

■ 레슨 ② “기회가 있을 때 투자를 받지 않았다

 

스테판 골드스타인은 <헬게이트런던발매 전에는 투자회사들의 제안이 꽤 많았다고 회상했다당시 플래그십은 ‘투자를 받지 않아도 잘 할 수 있다는 장밋빛 전망에 빠져 있었다고 한다그는 그때 투자를 받았다면 우리는 <헬게이트런던>의 발매를 늦출 수 있었을 것이다라고 말했다.

 

게임의 완성도를 높이고비즈니스 모델을 좀더 고려할 시간이 필요했다는 것이다스테판 골드스타인은 완성도를 높이려면 우리에겐 최소 4개월~5개월이 더 필요했다그러나 우리는 그러지 못 했다”며 아쉬워했다.

 

 

■ 레슨 ③ “애매한 과금체계에 문제가 있었다

 

스테판 골드스타인에 따르면 플래그십의 비즈니스 모델은 온라인 게임의 방식을 활용해 월정액 요금을 받는 것이었다. 그들은<헬게이트: 런던>이 출시된 후에는 월정액 수익으로 회사를 꾸려 나갈 계획이었다. 그것이 바로 플랜A’였던 셈이다.

 

그는 <헬게이트런던>의 과금체계에 문제가 있었다고 말했다북미와 유럽에서 <헬게이트런던>은 박스에 담긴 ‘PC 패키지 게임으로 판매됐다. 그런데 싱글플레이 모드는 공짜기본적인 멀티플레이도 공짜그리고 유료 멀티플레이가 따로 있었다. “일반 게이머들이 이해하기 복잡한 과금체계였다는 것이다.

 

스테판 골드스타인은 <헬게이트런던>의 패키지가 약 50만 장 팔렸다고 밝혔다문제는 그렇게 팔린 패키지에서 월정액 수익이 나오지 않았다는 데 있었다. 월정액 매출은 예상치를 크게 밑돌았다. ‘플랜A’에 차질이 생긴 것이다. ‘플랜A’가 무너진 플래그십의 상황은 순식간에 악화됐다.

 

그는 만일 <헬게이트런던>이 월정액 전용 게임이었다면, 25만 장이 팔렸어도 플래그십을 유지할 수 있었을 것이라는 입장도 밝혀 눈길을 끌었다.

 

민감하지만 결정적인 문제 제기도 나왔다스테판 골드스타인은 “(플래그십 직원들은)발매 전부터 과금체계가 혹평 받는 것을 알면서도몸을 사리기 위해 회의에서 그 이야기를 꺼내지 않았다고 말했다그는 만일 외부 컨설턴트나 애널리스트를 초빙해서 플래그십의 계획을 검토했으면 좋았을 것이라고 아쉬워했다.

 

플래그십 멤버들에겐 ‘처음인 것들’도 너무 많았다. ‘ FPS 스타일의 게임이었고, ‘ 3D 게임’였고, ‘첫 월정액 기반 게임이었다는 것이다.

 

해외 매체들은 스테판 골드스타인의 세션이 다소 무겁게 느껴질 정도로 진지한 분위기 속에 진행됐다고 전했다.

 

끝으로 그는 불황으로 게임업계도 어려워지는 것 같지만큰 성공의 기회도 있다여기 있는 모든 개발자 분들은투자자나 퍼블리셔에 휘둘리지 않고새로운 비즈니스의 방식을 찾아내기 바란다”라고 말했다.

 

스테판 골드스타인은 플래그십을 떠난 뒤 현재 보안·IP 전문 로펌에서 카운셀러로 일하고 있다.




출처: http://www.thisisgame.com/board/view.php?id=226903&category=102&subcategory=


 

by 언식 | 2009/04/03 17:51 | Game industry | 트랙백 | 덧글(0)

성공하는 리더가 갖추어야 할 3가지 덕목

물체들 사이에 작용하는 만유인력의 방향은 어디에서나 지구의 중심을 향한다. 다양한 사회와 급변하는 조직의 리더십에서도 변치 않은 원칙은 존재한다. 그것은 바로 리더의 품성이다.


아미국의 국왕은 자신의 대를 이을 후계자가 없자 시합을 거쳐 차기 왕을 뽑기로 했다. 지원자들을 대상으로 며칠동안의 복잡한 선발과정과 문무를 겸비한 수많은 대결을 거쳐 ‘담덕’과 ‘호개’가 마지막 후보로 뽑혔다. 마지막 시합은 왕국에서 가장 가파른 절벽과 늪지대로 둘러쌓여 수많은 맹수들이 우글거리는 화염산 정상에 다녀오는 것이었으며, 이 시합이 끝나면 왕은 그 동안의 시험 결과로 후계자를 결정하게 된다.

출발신호가 울리자 담덕과 호개는 힘차게 화염산을 오르기 시작했다. 평소 산악지대에 익숙한 호개는 순식간에 담덕을 앞질러 갔다. 한참을 앞서가던 호개의 눈에 가파른 절벽에 아슬아슬 매달려 있는 노인의 모습이 보였다. 아마도 약초를 캐다 굴러 떨어진것 같았다. 

호개는 ‘사람 살려’를 연발하는 노인을 보구선, 자신의 뒤를 돌아보았다. 담덕이 뒤에서 바짝 쫓아오고 있었다. 호개는 멈칫하더니 그냥 정상을 향해 내달리기 시작했다. 담덕은 ‘사람살려’를 외치는 소리에 망설임 없이 절벽을 기어 올라 능숙하게 노인을 구해냈다. 노인은 다리를 삐어 걸을 수 없는 상태였다. 이미 호개의 모습은 보이지 않았다. 담덕은 어차피 늦은 셈치고 노인을 엎고서, 다시 달리기 시작했다. 늪지대를 헤치고, 휘청거리는 낡은 구름다리를 겨우 건너 거처로 노인을 옮겼다. 연신 고맙다는 노인을 뒤로하고 담덕은 또다시 달렸다. 화염산 정상에서 내려왔을 때, 담덕은 호개보다 반나절 이상 늦어 있었다.

다음날 두 사람은 왕궁에 있는 선택의 방으로 들어갔다. 담덕은 자신이 졌다고 체념했으나 마지막 판결을 기다릴 수 밖에 없었다. 왕이 나타나자 담덕과 호개는 무릎을 꿇었다. 판결을 알리는 종이 울리면서 최종 결과가 적힌 문서가 왕에게 바쳐졌다. 순간 담덕과 호개는 놀라지 않을 수 없었다. 병약해 보이지만 기품 있어 보이는 왕은, 틀림없이 어제 지옥의 산에서 마주쳤던 노인이었기 때문이다. 왕은 결과가 적힌 문서를 읽어 내려갔다.


이 우화에서 결과가 적힌 문서를 요약하지 않더라도 후계자가 누구일지 짐작이 갈 것이다. 왕이 자신의 후계자를 정하는 기준은 무엇이었을까?


“호개는 문무를 겸비한데다 지략과 용맹이 뛰어나다. 그러나 왕국을 다스리는 데 이것만으로는 부족하다. 백성들이 따를 수 있는 믿음이 필요하다. 호개는 자신의 이익을 위해 백성들의 믿음을 저버릴 수 있다. 담덕은 능력면에서는 호개에 모자랄 수 있으나, 자신의 이익을 버리면서도 백성을 위해 자신을 희생하는 덕망을 갖추었다. 그래서 담덕을 아미국의 후계자로 뽑는 바이다.”


재능이나 기술적 역량은 훌륭한 리더가 되기 위한 필수 조건이다. 그러나 한 개인이 자신의 능력만으로 조직을 성장시키고 유지시키는 데는 한계가 있으며, 조직의 정상까지 올라가는 경우는 드물다. 그 한계에서 한 단계 더 높이 성장하려면 주위 사람들의 믿고 따름이 있어야 한다. 

사람이건 조직이건 성공에 필요한 전문기술이 15퍼센트이면 인간관계와 품성에 관련한 것은 85퍼센트다. 화려한 경력과 뛰어난 기술을 소유한 리더일지라도 구성원들의 자발적인 협력이 있지 않은 한 최고의 성과를 낼 수 없으며, 리더와 조직의 성장은 일정수준에서 정체되고 만다.

 ‘리더십에 대한 토론은 능력과 경쟁에 대한 이야기로 시작되지만, 반드시 한 개인의 인격과 성실성에 대한 이야기를 하는 것으로 끝이 난다’는 말이 있다. 리더들이 도덕적으로 훌륭한 성품을 가지고 있어야 하는 이유도 바로 여기에 있다. 리더들의 도덕적인 결함은 팀과 조직원들의 신뢰를 떨어뜨린다.


일상적인 신뢰감이 리더십을 형성한다

총탄이 빗발치는 전장에선 매 순간 리더는 '명령'이라는 의사결정을 내려야 한다. 이 ‘명령’엔 부하들의 목숨을 담보로 승리를 쟁취해야만 하는 사명이 있다. 부하들은 리더에게 자신의 인생 일부를 맡기고, 리더 또한 부하들에게 자신의 삶 일부를 맡긴다. 서로의 삶에 대한 책임! 신뢰란 바로 이것이다.

모든 조직구조는 문서상의 조직도와 구성원간의 일상적 관계로 되어 있다. 일상적 관계에서 리더는 자신이 신뢰를 받을 만한 사람임을 끊임없이 확인시켜 주어야 한다. 리더에 대한 신뢰도가 높으면 높을수록 조직원들에게 영향력을 행사할 수 있는 특권을 갖게 되고,신뢰도가 낮으면 낮을수록 조직원들에게 영향을 끼칠 수 있는 입지를 잃게 된다. 애써 자신의 윤리적 가치관과 확고한 신념을 강조하더라도 언행이 일치하지 않는 경우, 구성원들은 리더는 물론 조직에 대해서도 신뢰하지 못하게 된다. 리더에게 느끼는 배신감은 곧 주위 동료들에게까지 확산된다. 구성원들에게 조직에 대한 애착이나 미션에 대한 열정을 기대할 수 없다면 리더의 어떠한 의사결정도 의미가 없으며,조직원들의 행동에 영향을 미치지 못하게 된다.

신뢰는 곧 리더의 가치관과 신념에 대한 조직원들의 확신이자 존경이다. 리더에 대한 신뢰감 없이 성공하는 조직은 없다. 어떠한 상황에서든 리더는 일관된 신뢰감을 확보해야만 할 뿐 아니라 그것을 계속 유지할 수 있어야 한다. 리더에게서 최상의 자질이란 말할 것도 없이 신뢰이다.

대중연설가인 캐빈 로버츠(Cavett Roberts)는 말했다. “사람들이 나를 이해한다면 나는 그들의 관심을 이끌어낼 수 있다. 그러나 나를 신뢰한다면 나는 그들의 행동을 이끌어 낼 수 있다.”

리더에게 있어 신뢰감의 크기는 곧 리더십의 크기이다. 리더이고자 한다면 먼저 일상적인 관계에서 조직원들과 자신에 대한 신뢰감의 크기를 재어보라.


리더십은 감성으로 마음을 움직이는 능력이다.

리더십은 마음을 얻는 것이다. 조직의 위계질서에 의해서는 사람의 마음을 얻을 수 없다. 이상적인 리더십은 권한을 사용하지 않고서도 조직원들의 마음을 움직일 수 있다.

 

강원도 고성에 있는 부대에 전라도 장흥 출신의 문이병이 전입해 왔다. 고향이 먼데다 농번기가 겹쳐 부모는 면회를 올 수 없었고 주말마다 문이병은 내무반을 지켜야 했다. 그러던 토요일 오후, 위병소에서 누군가가 그를 면회 왔다. 기대 반, 설렘 반 문이병은 면회실로 달려갔다. 그런데 면회실엔 소대장이 사복차림으로 기다리고 있는게 아닌가. 면회오는 사람이 없는 문이병을 위해 소대장은 퇴근 후 면회를 와 준 것이다. 그날 소대장은 문이병의 형이 되어주었다.

 

리더십은 조직구조와 일상적인 관계 속에서 존재한다. 즉, ‘부하’가 있어야 ‘리더’가 있고, ‘부하’가 없으면 ‘리더’도 없다. 성공적인 리더가 되기 위해서는 조직의 가장 중요한 자산인 구성원들을 존중하고 그들의 감성적 웰빙(Well-Being)에 대해 진심으로 관심을 갖고 배려하는 것을 우선 가치로 삼아야 한다. 문이병의 마음을 읽어준 소대장의 배려가 바로 리더십인 것이다.

리더십은 테크닉이 아닌 관심과 배려로 상대방의 마음을 헤아려 주는 것에서 출발한다. 다른 사람을 최우선시 함으로써 리더는 최상의 팀을 만들 수 있으며, 맨 앞에 설 자격을 얻는다. 이것을 할 수 있는 사람은 조직을 성공적으로 이끌 수 있지만, 이것을 못하는 사람은 조직 내 단 한 사람도 이끌어나갈 수 없다.
리더십은 영향력이다. 구성원들은 리더의 행동보다 태도에 더 큰 영향을 받는다. 감기에 걸린 사람과 가까이 있으면 감기가 옮는 것처럼 리더의 태도는 구성원들에게 옮아, 그들의 태도를 결정짓는다. 기업체에서 임원들을 선발할 때 후보자들의 태도를 중시하는 이유이기도 하다. 조직원들의 마음을 읽고, 그들을 고무시키고, 그들과 끈끈한 유대관계를 가진 리더라면 비록 가슴이 뛸만한 비전제시를 하지 않았더라도 부하가 자신에게 이런 고백을 할 수 있을지 자문해 보자.

"저는 이번에 부임한 상사에 의해 인생이 바꼈습니다. 미션 수행이 이렇게 재미있다는 것을 처음 느낍니다. 지금 최고의 만족을 느끼고 있으며 이것이 인생이구나 하는 생각이 듭니다."


지키고 성장시켜야 할 세계가 명확한 리더

성공하는 리더는 일상적인 관계 속에서 자신의 가치관과 신념 뿐 아니라 자신이 지키고 성장시켜야 할 세계가 분명하다. 그 세계가 명확할수록 어떤 것이 그 세계를 성장시키고, 어떤 것이 그 세계를 해치는지를 알게 된다. 그 세계가 조직이라고 한다면 자신의 능력뿐만 아니라 조직의 위한 삶의 자세를 먼저 살핀다. 조직을 지키고 키워 나갈 수 있는 안목을 갖추고, 그 조직의 안녕과 번영을 위해 자신을 희생하는 일이 있더라도 기꺼이 감내하며 목표 달성에 더욱 헌신한다.

나무가 깊게 뿌리를 내린 후 가지를 뻗어 무성한 잎과 꽃을 피워내면 열매 또한 풍성해지기 마련이다. 리더 역시 자신의 역량을 바탕으로 지켜 나가야 할 세계를 명확히 알고, 구성원간의 일상적인 관계를 조화롭게 이루어내면 그 조직은 소리없이 강한 조직으로 성장할 것이며 나아가 구성원들과 국가 발전에 이바지할 것이다.

내가 가지고 있는 않는 것은 남에게 보여 줄 수 없다. 또한 리더십을 갖추지 못한 리더가 남에게 리더십을 강요하거나 자신의 리더십을 보여 줄 수 없다.

이제 ‘당신은 왜 리더가 되기를 꿈꾸고 갈망하고 있는가’를 생각해 보라. 그리고 진정한 리더로서 성장하고자 한다면 매일 자신에게 이렇게 묻기를 주저하지 말아야 한다. 나는 지금 무엇을 위해 뛰고 있는가? 그리고 내가 지켜야 할 세계는 무엇인가?

by 언식 | 2009/03/05 09:54 | 3M(머니,매니지먼트, 마케팅) | 트랙백 | 덧글(2)

Intelligent Brawling

[How do you make a great third-person brawler? THQ's Smith cross-examines titles from God Of War to Ninja Gaiden and beyond to analyze the hot genre, in an article originally published in Game Developer magazine late last year.]

Often the hardest part of game development is taking the time to pause, reflect, and determine what is and isn't working. One of the best tools for this analysis is looking at what other similar games are doing.


Too many games are developed with blinders on, and the developers only look briefly and casually at previous titles in the genre. There are countless lessons sitting out there, waiting to be learned.

I'm a creative manager at THQ, so it's my job to help external developers make their games more fun. CMs work with project managers who make sure things get done on time and manage everything else-we creative managers are pure quality control. I recently worked on the next-gen third-person swords-and-sorcery Conan game with the talented folks at Nihilistic.

Let me take you back to about a year before launch. Development has been going well: The controls are fun and easy to pick up, there are plans for lots of unique content, there's a first playable that people enjoy, and everyone's excited about the promise of this title.

But around the time of the first playable (aka vertical slice, aka razor edge), I'm becoming more and more aware that our AI is not really there yet. This is no big surprise, since it's early, AI is hard, and these things take time, but I wanted to give Nihilistic some clear, detailed feedback on what they could be doing to make it better.

I wanted to be very certain that the changes I suggested would be actual practical needs, not just theoretically good things. For example, I'd been asking for good gating - different ways to keep the player from running past enemies without fighting them.

But the more I thought about it, the more I realized that many games do fine without good gating. I flew through the last half of Halo 2 without firing more than a few shots. I wanted to find out which things really matter. And luckily, I had a little bit of free time, so I went to the source to do a little research.

Methodology

I picked out some of the top games in our genre, and loaded them up. Title selection was somewhat erratic, based on what I had lying around, but I made sure to include a few well-reviewed commercial failures like Mark of Kri. Those games often have the best ideas to steal. Most - but not all - were games I'd played previously.

A few games that I tried were too far out of my genre to apply. For example, the fights in Spartan: Total Warrior were just too big, with dozens on each side. Heavenly Sword came out after the analysis for Conan, but was added after the fact.

In each case, I would get to the first significant combat encounter that had at least three enemies active at once. I would play this encounter repeatedly, spending most of my time doing nothing but holding down block so I could just watch the enemies and how they acted.

For a few of the specific questions, I needed to move around or attack or otherwise break from block. And with some games, I would go a few more encounters in, especially if I knew major new combat concepts were added fairly soon.

Yes, this is not how most players play. But I wanted to distill the AI down to its simplest, most repeatable state. To balance the block-focused bias, I made sure to also spend some time using normal blocking and attack strategies to see if the AI changed radically.

In a game without block, I'd suggest finding another repeatable strategy that lets the AI (or whatever is the subject of testing) do its thing without the interference of constantly being damaged or killed.

I came into the tests with a list of questions based on my previous experience and my concerns on my current title. As I played, I developed a few new questions and had to go back to previously played games to see how they handled those situations. All process is iterative.

Attack Groups

Questions: How many enemies fight the player at once? How do they organize themselves around the player?

God of War (PS2): Enemies fall into clearly two separate groupings-a close group within a weapon's reach of the player character, and a far group a few meters away. All attacks come from the close group. With zombies and harpies, the close group is limited to three enemies at a time. I sometimes can get four near, but it corrects itself quickly in that case. The far group contains 12-15 enemies.

Enemies cycle from close to far fairly regularly, possibly on a timer, possibly just as a side effect of natural movement-hard to tell. Enemies in the far group pretty much just stand there, only switching to the close group if a gap appears.

Mark of Kri (PS2): Two groups, a near group and a far group similar to God of War, but the near group is only one enemy at a time. The far group contains about three enemies in these early encounters.

The near enemy stays near for a while (up to a minute) and makes multiple attacks with time gaps between. Then he goes back to the far group and someone else takes his place. This change of guard normally feels organic, because players tend to move and thus approach enemies in the far rank, giving that enemy an opportunity to switch. But even without movement, the change still happens, just in a less organic manner.

Occasionally, one enemy from the far group makes a charging attack even while someone else is in the near group-this is just a single attack, after which he returns to the far group. This charge can also be used as a way to enter the near group when the near group is empty, settling into the normal pattern after the charge ends.

Genji (PS2): There's just one far mass of enemies, relatively far from the player. Not too many enemies in this group (3-5), at least at the start of the game. One enemy chooses to approach from that group, and then he walks slowly towards the player character. Once he is near the player, he makes one attack (multiple attacks for special enemies), then walks back to the far group.

Prince of Persia: The Two Thrones (Xbox): There is just one group of enemies fairly near the player. One enemy chooses to attack, makes a single attack or a combo, and then goes back to the group. Enemies usually come in fairly small groups; about three enemies at a time.

Ninja Gaiden (Xbox): There is one group of enemies, usually three or fewer at a time. One enemy chooses to attack, makes a single attack or a combo, and then goes back to the group.

Heavenly Sword (PS3): There are more enemies than most games-up to 20 at a time-but still grouped in a near set and a far set like many of the other games. The near group is at most four enemies, and enemies in the far groups can still attack.

The positioning, especially in the far group, is widely varied, with enemies appearing more like a jumbled mass than a clean circle. This variety feels good and makes the grouping less obvious without confusing the player, since the near group is usually clearly defined.

A screenshot is taken from the old build of Conan, showing the inner and outer rings where the AI position themselves. In later builds, enemy position on each ring was more varied.

Conclusions: The solutions used here are more varied than I expected. All the games group their enemies into one or two groups around the player character, but how the enemies attack from their groups varies a lot from game to game.

Prince of Persia and Ninja Gaiden both keep enemies in a single group, with one enemy breaking from the group to make a single attack. This works well with smaller groups, but for our game, we want over a dozen enemies at once, so we need to spread them out more if we're going to fit everyone.

Mark of Kri and Genji felt a bit artificial, because one enemy from the group would call the player character out for multiple attacks while the others watched. Genji could at least argue that the pattern fit the dueling style of the game. I did like the surprise attacks that Mark of Kri added from the far group-it made those distant enemies much more meaningful. The player has to keep half an eye on the outer ring at all times.

But overall, God of War and Heavenly Sword had the best feel. Having multiple enemies near you keeps things on edge and makes it harder for the player to tell what to expect next-which was reassuring, since that was the basic direction we were already considering.

Questions: How often does the player get attacked? Is attack timing decided individually by each enemy, or controlled centrally for the whole group? Do multiple enemies attack at the same time?

Every designer should keep a stopwatch handy for times like this. You never know when you will need precise measurement to turn vague impressions into meaningful data.


God of War: When just blocking, the player gets attacked about every two seconds. Enemies appear to be attacking independently-they aren't really coordinating their timing apart from some basic spacing of attacks. If there are fewer than three in the close group, the attacks are less frequent. The two-second pattern is just a result of each enemy attacking about every six seconds, and there usually being three enemies attacking at a time.

Mark of Kri: Timing varies widely. The primary attacker usually attacks every 3-6 seconds, but sometimes there is a gap of up to 20 seconds. It feels like there is some pattern-a long pause followed by a short series of attacks-but it's not consistent enough to say that for sure (my brain may just be looking for patterns that don't exist). The attacks from the far group are less frequent-every 5-30 seconds-and it seems like distant enemies are more likely to attack immediately after the near enemy does.

Some of the wide variation in far attack timing comes from the time it takes the far enemy to find a valid attack position-the enemy in the inner ring often gets in the way, especially in more narrow areas. So a far enemy may decide to attack in conjunction with the near enemy, but if it takes him an extra 20 seconds to find an attack slot, his timing ends up out of sync.

Genji: There's an average of six seconds between attacks, which is much longer than the other games. Because only one enemy is near and attacking at a time, there's no need for a group timer.

Prince of Persia: The player is attacked about every four seconds. Attack timing is controlled completely from the group level. There is very consistently someone attacking every four seconds, but individuals may go a long time between attacks depending on who is chosen at the group level.

AI attacks often fail to collide with the character even with no player input beyond blocking to avoid them (not moving, not dodging, not attacking), which feels odd. Not sure why this is happening-it seems like a bug. My best guess is it's a sync issue with the block animation-block makes the player character crouch down a bit, and the attacks appear to go over his head.

Ninja Gaiden: This game seems to vary more than most-2-5 seconds between attacks. Attack timing seems to be controlled at the group level, similar to Prince of Persia.

Heavenly Sword: There's usually a four-second gap between attacks, but about two of those seconds are the attack itself, as even early enemies regularly use combos. In some cases, it could go much longer between attacks, especially in the first couple of battles, where AI helpers can distract AI enemies. Attack timing seems to be controlled at the group level: Overall timing is consistent, but timing for individual AI varied wildly.

Conclusions: There were generally about 2-5 seconds between attacks, but more variation than I expected, especially in real-world conditions when the character is moving around and causing chaos. This seems to be a real 'flavor' element-games that take longer between enemy attacks feel more strategic, and games that take less time feel more intense.

And predictability of this timing seems to be a meaningful difficulty factor-enemies that attack at fairly regular intervals are easier to predict, and thus encourage blocking and help the player learn patterns. The games that are less predictable are the ones that are generally considered more hardcore games.

Combos

Question: Do enemies attack with one action or multiple?

Sony's God of War

God of War: Zombies use a two-hit combo. Harpies have one big charge attack instead of a combo, due to their unusual flying movement style that doesn't lend itself as well to stationary combos.

Mark of Kri: Combos vary by enemy type, with the very first enemies doing only single attacks, but quickly introducing bigger enemies who have a consistent three-hit combo.

Genji: Most enemies do a single attack, but many encounters have one enemy who is a bit more powerful-I'll call him a captain. When the captain attacks, he makes three unrelated attacks before heading back to the group. It's not a traditional combo in that the animations don't really link up, but in the context of this grouping method, it acts like a combo.

Prince of Persia: The early enemies have a few three-hit combos, but also use a one-hit attack sometimes. The attacks seem to be determined by random chance.

Ninja Gaiden: Enemies use combos even very early on. Player blocking is very important to the gameplay, so this make sense. Combo patterns encourage blocking, especially when the player can block in response to the first hit in order to avoid later hits.

Heavenly Sword: Single attacks dominate the first couple of fights, probably because the AI helpers in these fights change things up a lot. Three-hit combos are consistent by the third fight.

Conclusions: These games use more combos in the early stages than I expected, and with more irregularity than I expected. The early appearance of combos appears to be a stylistic difference-if a game uses combos for most of the enemies over the course of the game, then it is worth introducing that concept early on to get the player comfortable with them.

Irregularity felt awkward to me. Personally, I believe that combos should be an either/or thing, consistent for each type of enemy. If you have enemies with a percent chance of doing a combo, it becomes hard for the player to recognize any pattern and react to it-unless the goal is to make it really hard to predict and react, which plunges the game into hardcore territory very quickly. I think the games that randomized this were weaker for it-but that's me interpreting the results, not an empirical finding.

Looking Stupid

Questions: What do enemies do when they're not attacking? What do enemies do to avoid looking like they are uninvolved in the combat?

God of War: Enemies in the far group just stand around and look relatively uninvolved. But they're zombies, so it looks OK. (Personally, I believe the popularity of zombie-killing games is partially fuelled by the lower AI expectations-they're supposed to be mindless, so game development is easier. That, and zombies are the only thing as fun to kill as Nazis.)


Enemies in the far group would occasionally play a yell/cheer animation that seemed more involved, but it was fairly infrequent. I get the feeling that they noticed this problem near the end of development and made this animation to fix it, but it turned out to be just a bandage.

Mark of Kri: Enemies in the far group are constantly moving, mostly just sidestepping in a ring around the player. This makes them feel active without really affecting gameplay, especially since the motion is centered on the player character. The close enemy stands still a lot, but his animation and facing make him seem to be watching the player character and waiting for an opportunity, so it feels appropriate.

Genji: Enemies are always moving in a slow, pacing, stalking motion. It does a good job of making them appear involved in a samurai-appropriate way. But they tend to get stuck on environmental objects and appear to moonwalk, which ruins the illusion. If their pathfinding had been able to better account for obstructions, it would look a lot better.

Prince of Persia: Enemies are always moving, which makes them feel involved, but the animation looks twitchy when changing between AI states, which ruins some of the effect. If it were smoother, it would feel even better.

Ninja Gaiden: Enemies mix side-step movement with standing in a fencing pose. The fencing pose does a good job of appearing involved even when they're not moving. My expectations may change a bit for ninjas, as I expect them to be controlled and cautious in their motion. A stiff animation makes sense for a ninja.

Heavenly Sword: Enemies use a circle strafe walking motion to appear to be doing something. But there are times when this behavior falls apart, and enemies strafe in a circle, or stand in place, or run to get to a seemingly random position. There are no occasional cheering animations.

Conclusions: Having enemies pace and sidestep when awaiting combat feels good. It makes the character feel active and also masks small positional changes without having to pop out of a standing animation. Occasional animations like the yell in God of War don't really help much, since there are still long periods of just the base animations.

Getting the right feel for the base animation helps a lot-characters who appear to be focusing on the combat instead of just using a generic standing animation feel much better. And tweaking one animation is a much simpler solution to execute than trying to fix this with complex AI changes.

It was interesting to note how many little bugs ruined otherwise good animation. That may partially be an artifact of my methods breaking the system or my overly analytical approach to the situation, but I think a bit more playtesting and review of content once it's actually in the game code would have helped many of these games.

Tells

Questions: How does the player know an attack is coming? Is the attack animation built with a clear indicator at the start, before the attack is active?

God of War: There's a small setup time in the animation, but nothing huge to telegraph the moves. It's enough time for a quick reflex reaction, but not enough for thought. Tells get more significant with later enemies where player avoidance is more necessary, but within the context of this test, there were no tells.

Sony's The Mark of Kri

Mark of Kri: Most attacks have a significant animation portion before they're active, which acts as a tell. They appear to be built specifically to fulfill this role.

Genji: Since each enemy approaches from the far group before attacking, the approach phase movement acts as a tell, allowing the player to prepare his reaction. Each attack also has a small animation tell.

Prince of Persia: Travel time from the far group to an attack position works as a tell. Unlike in Genji, these enemies don't really walk up, pause, then attack-the approach is part of the attack-but it still leaves enough time for a quick block.

Ninja Gaiden: The time required to run up to the player character acts as a tell, since enemies start a fair distance away.

Heavenly Sword: A big colored flash and glowing streak occurs before every enemy attack. Later in the game, the color lets the player know what type of attack is incoming, which affects how the player should block.

It certainly solves the problem, but it breaks the otherwise detailed, realistic look of the game. Having multiple defense types based on incoming enemy attacks sounds like a good idea, but if a big colored streak is the only way that players will really understand it, I'm not sure the benefits are worth the cost.

Conclusions: Most of these games don't use explicit tells, at least for smaller human-sized enemies. Many of the enemy attacks use forward motion as a tell, which works best if enemies are attacking from a far group.

The lack of tells doesn't surprise me, as my expectation for this genre is that tells are more important with boss or sub-boss enemies with huge, exaggerated motions. With Conan, we want to have more of a back and forth feel to our combat, so tells are critical to give the player a chance to block. Our tells are more pronounced than those of most of the other games I considered.

Enemy Defenses

Questions: What does the enemy do to stop player attacks? Do enemies block? Dodge? What types of attacks or combos are blocked?

God of War: There are no defenses at this point. Later enemies do use some defenses, but even later in the game defenses are more the exception than the rule.


Mark of Kri: The first enemies are defenseless, but blocking enemies show up within the first few encounters. They don't block terribly consistently, though. It seems to be a random chance per attack, so the player can just mash through them and land attacks pretty often.

And once the player hits, subsequent hits connect before the enemy gets out of his hit reaction, so the player can really lay it on. A bit later in the game, combo counter enemies are added; enemies attack when the player initiates the light hit combo, so the player takes some damage if he mindlessly mashes buttons.

Genji: There are no defenses on the first groups of enemies.

Prince of Persia: There are no clearly defensive actions. The interrupt attack (described as part of the next question) is similar to a defense, but it is more of a reaction than a block, so I didn't consider it here.

Ninja Gaiden: Enemies block. A lot. It doesn't really surprise me, as this game is generally considered to be very hard, partially due to difficult enemy defenses.

Heavenly Sword: By the third fight, there are a few enemies with shields. The shields completely block all basic attacks, but are vulnerable to anything else. There is a fairly wide variety of alternatives in the player's combat system (finishing moves, heavy attacks, grabs, etc.), so it's a good guidance to encourage the player to not just jam the same button all the time.

Conclusions: Little to no defenses at the start seemed to be the norm, but most of these games introduce some form of defensive action fairly early in the mission progression. This makes sense-enemy defenses are a great way to guide the player to use certain attacks, but the first few encounters should be as easy as possible to aid the player's learning curve.

I was happy to see that in some games, enemy defenses are used early on specifically to discourage button mashing strategies-this is something we'd been considering for Conan, so this gave me validation to push harder on that point.

Interrupts

Questions: Do the enemies interrupt player attacks with their own attacks? Are certain moves immune to interruption?

God of War: Enemies sometimes interrupt player attacks, but it doesn't happen very often. Enemies often trigger attacks during player attacks, but rarely actually hit with these attacks. The reason for this is that the forward motion on most player attacks is enough to get the player out of range of most zombie attacks.

So interrupts are discouraged as a side effect of other decisions, but not actively prevented. Later on in the game, enemy interrupts become more effective. But even then, certain special moves like the grab make the player character invulnerable, so even later on special moves cannot be interrupted. But this is seen as an exploit by some players, so it might not be something to replicate.

Mark of Kri: Enemies can interrupt player attacks, but it doesn't happen terribly often. Only having one enemy on the player character at a time reduces the chance of interruption, especially since that one enemy is often going through hit reactions instead of attacking. Distant enemies can interrupt, but those attacks have a long tell. Interrupts don't stop the player during certain special moves like the finishing move.

Genji: Enemies are very willing to stick to their normal attack patterns and timing when the player attacks, which means interrupts happen fairly often.

Prince of Persia: When the player attacks, it appears to consistently trigger someone other than the target to initiate an attack on the player character. It appears to be deliberately triggered beyond just the normal attack timing, but it's hard to say for sure.

The timing of this attack relative to the player attack (and space between the two) means that this enemy usually won't hit the character until just after the player's three-hit combo ends. Player motion sometimes takes the player away from the counterattack, but not usually.

This dynamic tends to encourage the player to use an attack-attack-attack-block pattern to prevent this counterattack from hitting. I find it odd that a game that supposedly is more acrobatics-focused would encourage such a specific pattern this early in the game. Strong patterning like this seems more hardcore than I would expect from this series.

Microsoft/Tecmo's Ninja Gaiden

Ninja Gaiden: There are lots of interrupts, and the player's block triggers relatively slowly, so the player has to really predict in order to block them.

Heavenly Sword: There are lots of interrupts. Even with some forward motion, it's still fairly easy to get hit by a third party if the player is not watching out for everyone.

Conclusions: Enemies were much more willing to interrupt than I expected. Most of these games allow random "no fault of the player" interrupts even very early into the game. But in most cases the mechanics and timing are set up so that interrupts don't happen too often. I expected to see more games explicitly prevent these interrupts.

This gave me reason to change my feedback to not worry about this so much. I still discourage it, as I still believe it's potentially frustrating to casual players, but I didn't spend as much time or effort ensuring it was completely eliminated in all cases.

Player Motion

Questions: What do enemies do when the player runs around instead of standing still? What do enemies do if the player tries to leave the fight?

God of War: Man, they're quick. Zombies can get back to their preferred position with very little delay when Kratos moves away. And that's what they do, even if it requires somewhat artificial motion to get to the spot they want. Again, the expectations for zombies make the erratic motion not look so bad. They don't attack until they get into position again, but it's quick enough to keep things moving.


Mark of Kri: The one enemy in close consistently attacks and hits if the player character tries to run away. If the player character gets a little bit further away, that enemy will move in very quickly to keep up. Running around is punished enough that it is not something players can really get away with once a fight starts.

Genji: Enemies stick to their normal attack pattern even when the player character is running around. One enemy is "blessed," and he'll pursue to attack while the other enemies attempt to maintain their distant position. The player can walk right up to enemies in the distant group, and they won't even consider attacking unless they get "blessed." This can create some very awkward AI situations, especially with a player looking to exploit the system rather than to play naturally.

Prince of Persia: When the player is running away, enemies still use the group attack timer, but the player can't get away without passing right next to an enemy from the far group. The enemies in the far group can attack very quickly-the danger of the quick attack animation is normally mitigated by the time it takes for the enemy to approach.

If the player runs up to an enemy, the tell is effectively removed, and the enemy can attack before the player has time to react. This is an interesting, natural way to discourage the player from bolting from a combat.

Ninja Gaiden: Even when the player character moves, enemies use the normal attack sequence. The enemy who is currently attacking runs extremely fast to keep up with the player, making it hard to get away for more than a moment.

Sony/Ninja Theory's Heavenly Sword

Heavenly Sword: The mass of enemies slowly follows the player character, but there are occasional attacks which have strong forward motion that often allows them to catch up. Most of the levels in the game are made up of relatively small arenas, so the enemies never have very far to travel to catch up.

Conclusions: Most enemies maintain their previous behaviors, moving to follow once a certain distance is reached. A few games use harsh denial methods and/or sudden speed bursts to ensure that the player doesn't go anywhere once combat starts.

In my opinion, these methods are overcompensating - if the player wants to reposition or change opponents without leaving the fight, these systems can interrupt player intent in an awkward way. The goal of discouraging players from completely breaking off during fights is a reasonable goal, but these methods create more problems than they solve.

Gating

Question: Can the player avoid enemies by running past them?

God of War: Almost all the early encounters don't offer a path out until the player kills lots of zombies. If the player tries to open a door or activate an object before killing everyone, the player character will usually get hit before he can finish, which is something we'd been discussing for Conan. Later in the game, some battles add magical walls to make this even more obvious.

Mark of Kri: Movement during combat is tightly controlled, given the way the enemies attack if the player character tries to run. If the player can't get away, there's no need for additional gating. If he does manage to get away, activating an object interaction (such as climbing a ladder or ledge) doesn't appear to trigger enemy attacks.

Genji: Lots of invisible walls prevent moving away from combat. Each combat basically creates its own artificial space, and the player character is stuck there until the combat is finished.

Prince of Persia: There's no gating on these first encounters-it's pretty easy to run past and jump away, especially given all the movement abilities the Prince has. The previous game, Prince of Persia: Sands of Time, would teleport enemies to positions around the player character if he ran past, but I wasn't seeing it in these early encounters.

Ninja Gaiden: I didn't see any gating-I could run to the next platforming bit and get away without much trouble. Big fights or boss fights, like the horse enemy, did lock me in, but only for these big moments.

Heavenly Sword: There's no gating, but most early battles are in smaller enclosed arenas, so there's nowhere to go. Later in the game, arenas get a touch bigger and players can create unexpected clumps or other problems by running to a hallway when a fight is supposed to be in a big area.

Conclusions: Apart from God of War, there was very little gating in the first few encounters. Most of these games add more gating later, but they were more willing than I'd expected to allow gating to lapse fairly regularly.

This was definitely useful in guiding my feedback, as I was able to shift attention away from gating and onto more fundamental questions. I do think God of War is right to gate for many early encounters, to build player expectation that gating will be there, but it's not as much of a must-have for every little encounter as I'd first thought.

Enemy Zones

Questions: What do enemies do if the player runs far away from the enemy's starting point? Do they go back to their start, or follow indefinitely?

God of War: Within these first encounters, this was not really an issue, since hard gating kept the player close at all times.


Mark of Kri: Enemies won't leave their home area. They'll just stop pursuing and head back to where they started. This can be exploited by players, if they can avoid the within-combat punishments for movement.

Genji: The question doesn't really come up, since strong invisible wall gating prevents the player character from moving too far away.

Prince of Persia: With the amount of platforming gameplay in this game, it's rare that enemies have a big area to run around in before the player can escape. So usually the player takes to the rooftops or otherwise becomes inaccessible to the enemies before the AI has to turn around.

Ninja Gaiden: There are enough platforming bits between combat that this usually doesn't come up. Enemies can't chase because they can't do super-climb-jump motions like the player character can.

Heavenly Sword: Early fights are in small enclosed arenas, so this isn't really a problem. Even later fights are relatively enclosed, so distance isn't really an issue.

Conclusions: With most games, this issue didn't even come up, since gating or alternate routes (such as platforming areas) prevent enemies from even considering chasing the player character for too long. Mark of Kri is the only game which really had an issue with this, and it just sent the enemies back when it happened.

In this case, comparative product didn't really answer the questions I had, due to the differences between Conan and other games.

Hits to Kill

Question: How many hits does it take to kill a single enemy?

God of War: One good combo (3-6 hits) kills most enemies.

Mark of Kri: The first enemies take about three normal hits to kill, with a few ways to do it in fewer.

Sony/Game Republic's Genji: Dawn of the Samurai

Genji: One combo (3-4 hits) kills basic enemies, with two combos (eight hits) for basic captains.

Prince of Persia: It takes three quick three-hit combos-nine hits total.

Ninja Gaiden: Lots. Did I mention that this game is hard?

Heavenly Sword: It takes four three-hit combos in the first two fights, and two three-hit combos in the third to kill an enemy, but it's very easy to use a finishing move to skip through most of that. This is actually fairly similar to our approach in Conan-make basic moves a bit weaker than other games to encourage players to try out the special moves.

Conclusions: One combo or so to kill the basic enemies seems to feel right, especially since normal players aren't necessarily going to connect with every hit of their combos.

This is another one that seems to vary wildly based on the specific goals and flavor of combat in each game. But even the games with tougher enemies would drop them after three combos, so that suggests a reasonable estimate of the upper limit.

The Takeaway

As expected, there are some clear similarities and some wild differences in how these games handle combat AI.

Some of the variation I attribute to positive differences that make each game feel different. Hits to kill, timing, and enemy defenses vary for good reasons to enhance the specific goals of that game's combat system.

When designing a combat system, the AI should fit within the world and themes of the overall game. Is combat quick and deadly, or is each fight an epic sequence? Should the player block, or charge boldly into every fight? Enemy AI is a good way to define this style.

Some of the variation is difficulty-based. Beyond just stacking the stats against the player, some games use unpredictable AI patterns or give the AI denial strategies that make life hard for the player.

Ninja Gaiden was the exception in a number of categories, and it's generally seen the hardest game in the genre. Prince of Persia was simpler in many ways, which makes sense since it has whole layers of platforming and acrobatic gameplay to provide depth outside of the combat system.

There are some cases where the variation does seem to affect quality. Some of the games did not have very satisfying solutions for looking stupid, and finding the right balance for tells was awkward for some. This is where learning from the past can be the most useful. The places where previous games in the genre show some flaws are usually the best places to make a new game shine. But it takes time and research to find those opportunities.

Any case where God of War is the exception is intriguing to me. God of War managed to succeed both commercially and critically, so it stands to reason that it did some things differently and better than others in the genre.

Solid gating for key encounters, clear grouping rules, and zombies seem like they're the way the genre should go in the future. The lack of tells in the zombie enemies could be likely a sampling error - I know later enemies like cyclopes have clear tells, so I think my general conclusion still works in light of that exception.

One final disclaimer: Just because this is how previous games have done it, that doesn't mean future games need to do it this way. There are other ways to organize and pace groups of enemies for combat encounters. I'm sure someone will come up with a great way to set up combat without grouping enemies into clear near and far groups.

Breaking from the norm can be a great feature for a game, creating surprise and excitement. But novel solutions are still going to need to solve the basic problems addressed by the features discussed above. Any new solution still needs to create a fun pace to combat and avoid any glaring AI flaws that break the player's immersion in the game world.

Overall, I felt this was a useful exercise and gave me additional insight that I passed along to the developer. It helped me avoid making some requests that would have sidetracked development effort into unnecessary pathways, allowing us to spend more time on the things that really matter.

Since I did this, THQ product development has been working on some even better forms of internal research, vastly improving my feeble attempts with video integration of reference gameplay and a variety of other improvements.

I would recommend this sort of comparative analysis for anyone who has a specific issue that they know is going to be the focus of much detailed discussion. It can take time away from actually designing the game, but in the end it is worth it if it helps you make the right decisions early. Distractions are good if they help you design smarter.

Source: http://www.gamasutra.com/view/feature/3931/intelligent_brawling.php?page=6

by 언식 | 2009/02/20 10:57 | 트랙백 | 핑백(1) | 덧글(0)

21 Things That Will Help You Finish Your Game


February 19th, 2009 by Juuso Hietalahti
Posted in Game Development, Productivity & Motivation
From what I’ve experienced in my own game development, and from what I’ve seen in different boards, finishing a game can prove to be pretty difficult. Here’s my 21 recipes to aid if you want to finish your game (I’ve used all of them earlier, and currently using many of these. They do seem to work).

#1 - Get the tools you need
This might sound really basic, but I think it’s really important and worth mentioning. In order to finish your game, you gotta have the right tools. If you need some libraries, then get them. If you need to get some new software, get it. If you need a better mouse or drawing board, get them. If you need a better monitor, or new video cards, get them.

Get everything that you really need. (Reading How to create your first game might be useful too).

#2 - Simplify your design
This one is a big deal. Read carefully. I believe that we all have massive amount of ideas about what our game could be. In fact, I think there might not be a limit to all the features we might want to add. It’s easy to become a feature creep and keep adding and polishing new stuff over and over. (Don’t get me wrong: it’s okay to polish your game)

…but at some point you gotta think what is really important. What features are really worth developing.

If this means cutting some features or simplifying your design, then don’t be afraid to do that.

#3 - Have a deadline
Some companies publish games on basis ‘when it’s done’ and I presume that’s okay if you have unlimited funds. The rest of the world might need to think a bit about the financials too. If this means putting a deadline, then don’t be afraid to do so. I aim for a certain (unannounced) deadline in my own game development, and I might move it a bit to get some features (we’ll see) but still I have one.

It helps you to focus, when you have some sort of idea about the deadline. I’m not saying that it would necessarily need to be written in stone: you can always become more specific as the time passes and as you see how the development goes (for example, you could start your development by saying “comes out in year 2009″, then in March you could say “comes out Q3/2009″ and in July you can say “will be released on September 2009″).

#4 - Have several smaller milestones/deadlines
This one is a big thing too. It’s an excellent motivator to have smaller deadlines. In my own development I’ve used “a new release every couple of months (on average)” and while there’s certain problems with public development, I’ve noticed that it’s good way for motivation to have clear smaller milestones & deadlines, and not just one big deadline.

#5 - Stop fooling around
Okay, many developers do stupid stuff that has nothing to do with game project progress (been there, done that… and will probably do so in the future). That stuff won’t help you finish your game.

If you wanna finish your game, you gotta stop (or at least reduce) all sorts of unnecessary crap that you’ve piled for yourself.

I let you ponder more what I mean by this tip.

#6 - Get rid of the unimportant
If there’s some unimportant tasks, assignments, or “stuff” that’s blocking your development… then like get rid of it.

Okay?

#7- Figure out what’s taking loads of your time
Somebody or something is stealing your time.

I don’t know who or what it is (my blog perhaps?) but I’m certain you have something that steals your time. You probably already know where you waste time. It might be simple as email or tv.

Whatever it is, figure it out… and eliminate it (okay, don’t like kill anybody - just stay away from people who take your time).

Don’t forget to check out 100 ways to be more productive.

#8 - Stay in motion
This one is a biggie again - especially for those who do their game part time or as a hobby. You gotta stay in motion.

When you stop working on your game “for a moment”, you’ve stopped the motion. Getting back to moving will be harder. If you keep on working your game day after day (every day), you can rest assured that at some day it will be finished.

If on the other hand you take couple of weeks break from the game… you’ll lost your motivation and will find it much more difficult to continue on your project.

Keep taking steps - even small steps - forward all the time. That’s a crucial for finishing your game project.

#9 - Take screenshots
Taking screenshots and sharing them can be really motivating. By taking shots you can see your own progress and show them around. By having screenshots, you have visible stuff about your progress.

It’s important motivator, so take those shots (It’s also fun to watch afterward how your game looked some months ago).

10 - Use your screenshot as your desktop wallpaper
This one helps you focus on the main goal: if you see your game every day, you’ll remember to work on it. Feel free to change that wallpaper too every now and then (it’s bit dull to watch the same background for too long…)

#11 - Create a video
Another good way to motivate yourself. Create a video and put it online (here’s beginners guide to editing your game videos that’ll explain step-by-step what to do).

Similar to screenshots, it’s a great motivator to see your a video about your game.

#12 - Fix nasty bugs
Nasty bugs will grow bigger if you don’t squash them early. You will be more motivated to continue when you know that your code is good and has all the major bugs killed.

Code filled with bugs is a killer for motivation.

#13 - Don’t squash unimportant bugs
Some bugs are unimportant and might just disappear when you remove features or replace modules.

There’s no need to fix everything.

#14 - Stop having unimportant meetings
If there’s more than 1 people in your project, then you gotta listen to me.

Read these two blog posts: 7 golden guidelines for having meetings and 3 mistakes to avoid when you arrange meetings.

The best way is to avoid them. Yeh, it might be nice to have chit chat with other people, but very often you’ll be better off without the meetings.

Meetings are bit like nuclear power.

Use it, but wisely.

#15 - Have breaks
Finishing games require your energy, so take some breaks too. Some people think that they can work around 27 hours a day and still have time for family, friends, kids and other hobbies.

You need to relax. You need to have breaks.

You just kill yourself if you don’t have breaks.

#16 - Finish bit by bit
And I don’t mean those bits and bytes. I mean that you gotta finish in small pieces. You need to be able to split your work in parts and finish them one by one. There’s an old Chinese saying that I cannot remember right now, but I can assure you it was something about not trying leap too far, but rather take one step at a time.

#17 - Create a cool feature
I created a small feature in my Dead Wake game: when you reload your gun, the flashlight will move just like it was attached to the gun (well, it is attached to the gun). It’s an awesome feature (stole the idea from Left 4 Dead by the way). It has close to zero gameplay value but I’m so freaking proud of that feature.

Creating something cool (if you think it’s cool, and at least somebody agrees then you should be fine) can motivate you and help you finish your game. Just make sure you won’t end up creating useless features over and over…

#18 - Keep coding, building and testing your game
This one is a big thing. You actually need to code and create builds. You need to see that you are progressing. If you don’t see your own progress, if you never build your game and never test your game… you don’t know what’s going on.

Make sure you code, build and test your game. It’s one major thing that helps finishing your game project.

#19 - Ask feedback
It’s amazing how motivating it is to hear people saying “This is great, the first real playable game I’ve seen using this engine.” or “Great work! I love these types of games.”. Sure, there’s people who will say what’s wrong, bad, ugly and whatnot, but hey - we were given ear holes so that we could put our fingers in them.

It’s not like we need to accept everything that others are saying. If there’s positive feedback, be proud of it. It’s a good sign. It helps you finish your game.

#20 - Visualize your goal
I think it’s a good motivator to think and visualize how your game will look like in the end. Thinking the end result can help you motivate yourself, but also help you finish your game.

#21 - Just finish it…
Or ‘just do it’ like they say.

Hey, that’s the thing you just need to do.

Just finish it.

It’ll feel really cool after you’ve done that.

How will you feel after your game is finished?

Just think about it.

Source:
http://www.gameproducer.net/2009/02/19/21-things-that-will-help-you-finish-your-game/

by 언식 | 2009/02/19 11:33 | 트랙백 | 덧글(0)

기적을 일으키는 사람

1947년, 석유 회사인 엑손모빌의 벨리치 사장이 세계 여러 나라의 지사를 시찰하는 도중 케이프타운에 들르게 되었다. 거기서 그는 회사 화장실에 갔다가 한 흑인을 보게 되었다. 그 흑인 젊은이는 바닥에 꿇어앉아 시커먼 물때를 닦고 있었다. 그런데 바닥을 한 번 닦을 때마다 경건하게 고개를 숙여 절하는 것이었다. 이상하게 여긴 벨리치가 그 까닭을 물어보자 젊은이는, 성인에게 감사를 드리는 것이라고 했다. 그에게 먹고 살 수 있도록 일을 준 것에 대한 감사한다는 것이었다.

벨리치는 입가에 웃음을 머금고 말했다.

"내가 예전에 성인을 만난 적이 있다네, 나 또한 그분 때문에 엑손모빌의 대표이사가 될 수 있었지. 자네도 한번 만나 보겠나?"

꼭 만나보고 싶다고 젊은이가 말하자 벨리치가 다시 말했다.

"남아프리카공화국에는 드라켄즈버그라는 산맥이 있잖은가? 그 산맥 가장 높은 봉우리에 성인이 살고 있는데, 그는 사람들이 삶의 방향을 잘못 잡는 것을 바로 잡아 준다네. 그를 만나기만 하면, 탄탄한 앞길을 보장받는 것이나 마찬가지야."

청년은 곧바로 길을 떠나 온갖 고생끝에 30일 만에 산꼭대기에 올랐다. 하지만 성인은 없었다. 내려와서 벨리치를 만나, 성인을 만나지 못했다고 말하자, 벨리치는 말했다.

"아마도, 자네 말고 다른 성인은 만날 수 없었을 걸세."

젊은이 자신이 성인이라는 뜻이었다. 20년 뒤, 엑손모빌의 케이프타운 지사 사장이 된 그 젊은이의 이름은 자무나다. 오랜 세월이 흘러 자무나는 이렇게 말했다.

"바로 그날 내 인생의 성공의 길에 들어섰습니다. 기적을 일으킬 수 있는 사람은 바로 나 자신이라는 사실을 깨닭았거든요."


참고도서: 하버드대 박사가 들려주는 위즈덤 스토리북(윌리엄 배너드, 일

by 언식 | 2009/02/16 11:43 | 3M(머니,매니지먼트, 마케팅) | 트랙백 | 덧글(0)

Writing Vitamin Sentence Writing 라이팅 비타민 문장쓰기

최근 제가 만들었던 기획서를 영문화 해보는 작업을 해보고 있습니다. 차후(?)를 준비하는 겸... 너무 않쓰다 보니.. 감을 잃어가는 것 같아서 시도한 일인데.. 작업을 하면서 부족한 점이 있어서 찾아본 책인데.. 그동안 저에게 부족한 점을 쉽게 찾을 수 있어서 좋았습니다.
(대놓구 공부하기는 싫어서 이런책을 보는 걸 수도..;;;)





책 소개
본격적인 영어 Writing 훈련서. 미국 현지에서도 올바른 영어문장을 쓰기 위한 지침서로 호평을 받은 책이다. <문법><철자><문장쓰기> 전3권으로 기획되어 고급 영작까지를 체계적으로 익힐 수 있게 했다. 각소주제별 설명과 함께, 단원끝마다 Exercise 문제를 풍부하게 실어서 실제 영작연습을 해 볼 수 있게 했다. 표준 영어로 글쓰기를 하고 싶은 사람들, 특히 작문 강좌를 듣는 사람, 영어가 모국어가 아닌 사람, 대학에서 영작문 실습을 하는 학생 모두 유용하게 쓸 수 있다. 

<문장쓰기>편에서는 문장을 결합하는 여러가지 방식을 설명하고, 문장 결합시의 구두점 찍기나 오류 잡아내기, 단어 수정 방식등을 차례로 설명했다. 문장성분을 확인하는 빈칸 채우기 문제부터 짧은 문장들을 결합하여 길고 우아한 문장을 만드는 문제까지 다양한 문제가 함께 제시된다.▶ 영어 글쓰기, 사소한 것에서 판가름난다!
TOEFL, IELTS 등의 Writing Test에서 아무리 토픽을 잘 잡고 주제글을 잘 쓰고 단락의 논리가 정연하더라도 주어-동사가 일치되지 않는다든가, 구두점을 잘못 쓴다든가, 철자를 틀리게 쓴다든가 하면 그 글은 좋은 점수를 얻기 힘들다. 더 나아가 그런 사소한 것 때문에 글쓴이의 영어 실력마저 의심받게 된다. 이런 점에 중점을 둔 Writing Vitamin 시리즈는 특히 Writing을 통해 영어 문법, 어휘 등을 테스트하는 각종 시험 준비에 효과적이다.

▶ 영어 글쓰기의 필수 사항만 담았다!
Writing Vitamin 시리즈는 소량이지만 우리 몸에서 중요한 역할을 담당하는 비타민처럼 영어 글쓰기에서 필수적이지만 자칫 소홀히 다루기 쉬운 내용들을 문법, 문장쓰기, 철자로 분류해 관련된 사항만을 철저히 수록했다. 구어체 영어와는 다른 ‘글쓰기 영어’에 효과적으로 접근했으며 세 영역을 아우르는 통합학습으로 균형 잡힌 기초학습이 이루어질 수 있게 했다.

▶ Self-Study Book의 기능을 강화했다!
머리에 쏙쏙 이해되는 쉬운 설명과 단원이 끝날 때마다 제시되는 풍부한 EXERCISE로 자습서의 역할도 충분히 담당할 수 있게 했다.


Writing Vitamin: Sentence Writing의 특징

자신이 쓴 영어 문장이 지나치게 늘어진다고 생각하지는 않습니까? 
주술 관계는 정확한가요? 목적어가 빠졌다거나 구두점이 잘못 쓰이지는 않았습니까?

이 책은 ‘문장 결합’ 방식을 이용하여 영어 문장 쓰기를 쉽게 설명해 주는 기초영어 교재입니다. 무종지문(run-ons)이나 단편문(fragment) 등 영작문을 공부하는 사람이라면 누구나 부딪치는 여러 가지 문제의 해결 방법이 이 책 속에 있습니다. 고정된 학습 체계를 강요하거나 단순히 영작의 오류를 피하는 방법만 가르치는 것이 아니라, 궁극적으로 다양하고 생동감 있는 영어 문장쓰기를 도와줍니다. 

■ 영어 글쓰기를 잘 하기 위해 필요한 규칙과 방법을 기존의 문법 용어에 구애받지 않고 확실히 설명했다.
■ 문장 성분을 확인하는 빈칸 채우기 문제부터 ?은 문장을 결합하여 길고 우아한 문장으로 만드는 문제에 이르기까지 다양한 연습문제를 제시했다.
■ 자신의 수준에 맞게 진도를 조절하고 자기 실력을 확인할 수 있도록 구성했다. [예스24 제공]
이 책의 통합검색 결과보기
TOP
작가 소개
저자 | 다이아나 캠벨
저서로 <라이팅 비타민 문장쓰기 - Writing Vitamin Sentence Writing>가 있다.
[모닝365 제공]
작가의 통합검색 결과보기
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목차

'Grammar'편

명사와 대명사
명사 확인하기
단수명사와 복수명사
소유격
인칭대명사
재귀대명사

동사
규칙동사의 현재시제와 과거시제
불규칙동사의 현재시제와 과거시제
동사의 주요형태
조동사
미래시제
완료시제
시제 전환 문제

문장
주어와 동사
전치사구
동작동사의 직접목적어
연결동사
주격 대명사와 목적격 대명사
혼합주어, 혼합동사, 혼합목적어
축약
문장의 형태

문장의 확장
형용사로 세부 사항 첨가하기
부사로 세부 사항 첨가하기
동사구로 세부 사항 첨가하기
잘못 놓인 수식어와 현수수식어

주절
주절 확인하기
주절 연결하기
병치구조
콤마 오용과 융합문 수정하기

종속절
종속절 확인하기
종속절의 용법
단편문

일치
주어와 동사
주어와 동사 - 네 가지 어려운 형태
주어와 동사 - 특수한 용례

대명사와 선행사의 일치
불분명한 대명사 지시

콤마
주절 사이의 등위접속사, 나열 어구, 도입구 및 도입절
명사 앞의 형용사, 삽입어(구), 호격
중요하지 않은 어구와 절, 직접인용문, 날짜와 지명 및 주소

구두법과 대문자 표기
마침표(생략점), 물음표, 느낌표
세미콜론과 콜론
따옴표
하이픈과 대시
대문자

용법
A/An/And
accept/Except
Advice/Advise
Affect/Effect
Already/All ready
Dessert/Desert
Its/It's 
Know/No
Lead/Led
Loose/Lose
Past/Passed
Personal/Personnel
Principal/Principle
Quiet/Quite
Suppose/Supposed
Then/Than
There/Their/They're
Through/Though/Thought
To/Two/Too
Use/Used
Weather/Whether
Whose/Who's
Your/You're

Answer Key
용어해설

'Writing Sentence'편

문장의 구조
기본 문형
주어 살펴보기
술어 살펴보기
수식거

문장의 결합 : 기본적인 방법과 흔히 겪는 문제들
중문
복문
내포문
무종지문과 콤마 오용의 오류 - 문장 결합으로 해결하기
단편문의 오휴 - 문장 결합으로 해결하기

문장 결합 시 구두점 찍기
중문과 복문에서의 콤마 사용(복습)
내포문에서 콤마 사용하기
콤마를 써서 구 구분하기
나열 어구에서 콤마 사용하기
콤마 사용법 복습
세미콜론 사용하기
콜론 사용하기
콤마, 세미콜론, 콜론 총정리

문장 수정
현수수식어
병치오류
수동문
직접인용과 간접인용

문장 결합 연습

문장 내의 단어 수정
주어와 동사의 일치
어미 -ed
시제의 일치
어포스트로피
대명사의 오류
혼동하기 쉬운 단어
대문자 표기

'Spelling'편

진단
철자법의 중요성
단계적 학습법
철자법 진단 테스트
요약

철자 교정
철자 교정
철자와 발음
발음 구별 기호
분철법(음절 구분)
철자 암기법: S-P-E-L-L
사전 활용법
요약

세 가지 주요 규칙
Ei와 ie의 혼동
종결 자음: 단자음 혹은 이중 자음
명사의 복수형 만들기
연결동사
요약

혼동하기 쉬운 단어
가장 혼동하기 쉬운 단어
혼동하기 쉬운 단어
요약

접두사, 접미사, 어포스트로피
접두사나 접미사, 어포스트로피가 붙은 단어의 철자법
요약

발음
발음과 철자
요약

철자법이 자의적인 단어
자의적인 철자법
자의적인 어형
묵음
정확한 철자법이 잘 알려지지 않은 단어
철자법이 가장 까다로운 단어 30
발음 구별 기호가 붙은 단어
요약

최종 검토
대학 논문의 주요 단어
치명적인 철자 오류
정확한 철자로 쓰면 좋은 인상을 주는 단어
고유명사의 철자법

[알라딘 제공]

by 언식 | 2009/02/09 11:58 | Book recommend | 트랙백 | 덧글(0)

전쟁의 기술

과거의 전쟁에는 어떠한 전략이 오갔을까? 여러 전쟁에서 의미있었던 선택의 순간을 게임에 녹여 낼 수 는 없을까..
라는 생각을 하고 전쟁역사에 관한 책을 여러개 찾아 봤는데, 별로 만족 스럽지 못했습니다.
"전쟁의 역사"라는 책은 사실 자기개발서인데, 저는 전쟁의 에피소드를 찾아고보 싶어서 구매한 책입니다. 수많은 전쟁의 에피소드가 포함되어 있어서 상당히 만족스럽네요..

세계사의 여러 전투/전쟁에 대한 과정을 알아 보고 싶은 분께 추천 드립니다.



  • “나의 적(敵)이 절대 읽어서는 안 될 책!!!”
    냉철한 자기통제에서 능란한 권모술수까지
    당신 안에 잠들어 있는 지혜로운 전략가를 깨워줄 최고의 전략 바이블

    《유혹의 기술》 저자, 마키아벨리의 부활이라고 불리는 로버트 그린의 화제의 베스트셀러
    주도권을 쥘 것인가, 수동적으로 종속될 것인가? 피 튀기는 전장이건, 사무실 정치를 좌우하는 회의실에서건 전쟁은 곳곳에서 벌어지고 있다. 손자에서 클라우제비츠까지, 미야모토 무사시에서 나폴레옹까지 역사상 가장 위대한 승리자들만이 알던 경험과 지식을 오늘의 관점으로 정리한 전략의 바이블, <전쟁의 기술>. 이 책은 인생과 비즈니스라는 격전장에서 패배하고 싶지 않은 사람들을 위한 최고의 전략적·심리적 무기가 되어줄 것이다.

    역사상 가장 위대한 승리자들만이 알고 있던 지식, 전쟁의 기술
    이 책에는 역사 속의 진정한 전략가들과 어리석은 리더들이 펼친 흥미롭고 생생한 사례가 가득하다. 독자들은 그들의 이야기를 통해 상대방을 압도하는 법, 라이벌의 심리를 파악하는 법, 약자의 입장에서 협상하는 법, 승산 없는 전투를 피하는 법 등 전통적인 전쟁의 기술에서부터 능수능란한 권모술수를 통한 모략의 기술까지 자신을 지켜내고 승리를 이끌어내는 방법을 배우게 될 것이다. 

    지혜로운 전략가만이 억울한 패배를 당하지 않는다
    피 튀기는 전장이건, 사무실 정치를 좌우하는 회의실 테이블 위에서건, 인생과 비즈니스의 모든 페이지에서는 전쟁이 벌어지고 있다. 승리할 것인가, 패배할 것인가? 주도권을 쥘 것인가, 수동적으로 종속될 것인가? 당신의 라이벌이 읽으면 위험한 지식이 이 책에 가득하다. 나만 독점하고 싶은 치명적인 내용이 있는 책. 이 책은 인생과 비즈니스의 격전장에서 실패를 막아내고, 진정한 승리를 얻고자 노력하는 사람들을 위한 최고의 병법서가 되어줄 것이다. 준비되어 있는, 지혜로운 전략가만이 억울한 패배를 당하지 않는 법이다.
  • 1부 자기 준비의 기술
    1계 적이 누구인지를 명확히 하라 : 동지와 적
    2계 과거의 방식으로 싸우지 마라 : 혁신자들의 전쟁법
    3계 평정심을 잃지 마라 : 리더의 정신력
    4계 절체절명의 순간으로 자신을 밀어 넣어라 : 배수진

    2부 조직의 기술
    5계 자신만의 지휘계통을 확립하라 : 자기 사람 만들기
    6계 스스로 작전을 수행하는 독립적 집단으로 분할하라 : 재량권 부여 방법
    7계 대의명분을 항상 심어주라 : 동기 부여와 사기 진작 

    3부 방어의 기술
    8계 참여할 전투를 신중하게 선택하라 : 경제성의 원칙
    9계 상대를 조급하게 만들어라 : 반격의 기술
    10계 위협적인 존재임을 과시하라 : 전쟁 억지와 경고
    11계 싸우지 말아야 할 때를 파악하라 : 작전상 후퇴의 방법

    4부 공격의 기술
    12계 전투는 패배해도 전쟁에서는 이겨라 : 대(大)전략의 눈
    13계 적장의 심리를 파악하라 : 정보전과 심리전
    14계 상대보다 빠르게 판단하고 움직여라 : 기습 전략
    15계 역학 관계를 통제하라 : 상황 장악의 방법
    16계 아프고 약한 부위를 집중 공격하라 : 핵심 공략법
    17계 철저하게 각개 격파하라 : 분할 공격술
    18계 우회하여 공격하라 : 측면 공격 전략
    19계 포위하여 압박하라 : ... 
  • 로버트 그린 [저]
  • 세계적 베스트셀러가 되었던 전작 《유혹의 기술(The Art of Seduction)》과 《권력을 경영하는 48 법칙(The 48 Laws of Power)》에서 권력 경영과 심리전에 관한 불편하지만 현실적인 진실을 설파해 마키아벨리의 부활이라고 평가받기도 했다. 버클리의 캘리포니아 대학교와 매디슨의 위스콘신 대학교에서 고전학을 전공했다. 현재 로스앤젤레스에 거주하고 있다.
  • 안진환 [역]
  • 현재 경제경영서 분야에서 활발한 활동을 펼치고 있는 전문번역가이다. 성균관대학교와 명지대학교에 출강했으며, 인트랜스 번역원과 온라인 번역학교 트랜스쿨의 원장이기도 하다. 저서로는 [영어실무번역]이 있으며, 역서로 [빌게이츠@생각의 속도][리눅스 그냥 재미로][기업혁신의 법칙][허브 코헨의 협상의 법칙2][애덤 스미스 구하기] 등 다수가 있다.
  • 이수경 [역]
  • 한국외국어대학교 노어과를 졸업하고 현재 인트랜스 번역원 전문번역가로 활동하고 있다. 옮긴 책으로는 《어둠 속의 다이버》, 《펫져 이야기》, 《점프》, 《에너지 버스The Energy Bus》, 《현대 군주론The Modern Prince》(근간) 등이 있다.
  • by 언식 | 2009/02/09 11:54 | Book recommend | 트랙백 | 덧글(0)

    천재성의 비밀

    지난달 혁준형이 "직관과 논리"라는 주제로 세미나를 하실때 언급하신 책입니다.

    우리가 매우 이성적으로 생각하는 과학자들이 어떻게 시각화, 직관을 활용하는지, 그리고 천재성에 이르는 길은 결국 어떤 것인지에 대한 의미 있는 내용이 있습니다.

    제대로된 리뷰를 남기고 싶어서 추천을 미루다가.. 결국은 그냥 간단히 올리게 되네요.. 그것도 늦게서요.  강추 드립니다.





  • 아인슈타인과 피카소의 공통점은 무엇일까? 천재 과학자는 그림에서 진리를 읽는다?!

    과학자들은 왜 그토록 시각적 이미지에 매혹되는가? 갈릴레오와 레오나르도 다 빈치의 드로잉으로부터 파인만 도형에 이르기까지, 그림이 없는 과학은 상상조차 불가능하다. 보는 것이 아는 것이다. 그런 의미에서 과학자는 미술가와 같다. 왜냐하면 둘 다 보이는 세계든 보이지 않는 세계든 간에 그것들을 시각적으로 해석하려고 노력하기 때문이다. 이 책 『천재성의 비밀Insights of Genius』에서 과학철학자 겸 과학사가인 저자 아서 밀러Arthur I. Miller는 시각 이미지의 근원과 의미를 찾기 위해 심리학, 언어철학, 인지과학, 신경생리학 등의 광범위한 분야에 걸친 연구를 통해 현대 미술과 현대 물리학 간의 연관성을 탐색한다. 한마디로 <창조적 지식의 근원>을 파헤치는 거대한 지적 모험이라 할 수 있다. 그럼으로써 저자는 <천재들의 사고 방식은 무엇이 특별할까?>, <시각 이미지와 창조성은 어떤 관계가 있을까?>, <기존의 지식으로부터 새로운 지식은 어떻게 창조되는가?>, <일상적인 직관과 과학적인 직관은 어떤 관계가 있는가?>, <예술과 과학의 관계는 무엇인가?>, <물리학은 어떻게 발전하는가?>와 같은 질문들에 대한 해답을 제시한다. 이 책은 1-4장이 물리학을,5-6장이 철학을,7-8장이 언어학과 인지과학을,9장이 아인슈타인과 푸앵카레의 구체적 사례를 통해 천재적 사고 과정과 거기에서 나온 결과물을,10장이 20세기 미술에 나타난 창조성을 각각 다루고 있다.
  • 1. 상식과 과학적 직관 
    2. 원자에 대한 직관 
    3. 과학적 방법론 
    4. 우주의 질서에 대한 믿음 
    5. 과학적 실재론 
    6. 물리학과 수학 
    7. 과학 발전과 메타포 
    8. 과학적 사고와 시각이미지 
    9. 과학적 창조성 
    10. 예술과 과학 

    -결론 : 새로운 과학
  • 아서 밀러 [저]
  • 미국 뉴욕 시립 대학에서 물리학을 전공하고 매사추세츠 공과대학(MIT)에서 박사학위를 받았다. 영국 런던 유니버시티 칼리지의 과학사 및 과학철학 교수로서 과학기술연구소의 소장으로 있다. 또한 미국물리학회 물리학사 분과 부회장 및 국제과학사학회 회원이기도 하다. 그는 19-20세기 과학기술의 역사와 철학, 인지과학, 과학적 창조성, 예술(주로 미술)과 과학의 관계에 대해 강의와 저술을 하고 있다. 특히 그는 저명한 과학저술가 겸 과학편집자, 방송인으로서 많은 활동을 하고 있다. 'American Journal of Physics'와 시리즈 도서 'Sixty-two Years of Uncertainty' 등의 편집자이다.

    저서 - 'Imagery in Scientific Thought', 'Frontiers of Physics', 'Early Quantum Electrodynamics', 'Albert Einstein's Special Theory of Relativity', 'Einstein Picasso' 등 

  • by 언식 | 2009/02/09 11:54 | Book recommend | 트랙백 | 덧글(0)

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    by 언식 | 2009/02/09 11:44 | Game Design | 트랙백 | 덧글(0)

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