Mob(비디오 게임)
Mob (video games)모바일이나 모바일 오브젝트의 줄임말인 mob은 MMORPG나[5] MUD와 같은 비디오 게임에서 컴퓨터로 제어되는 비플레이어 캐릭터(NPC)이다.[1][2][3][4][1][3]문맥에 따라, 게임에서 그러한 모든 등장인물은 "모브"[2][1]로 간주될 수 있고, 또는 이 용어의 사용은 공격에 취약한 적대적인 NPC 및/또는 NPC로 제한될 수도 있다.[5]
대부분의 현대 그래픽 게임에서 "모브"는 대화, 판매 아이템 또는 공격될 수 없는 NPC를 제외하고 플레이어가 사냥하고 죽일 것으로 예상되는 일반적인 괴물 NPC를 구체적으로 지칭하는 데 사용될 수 있다.[5]"명칭 몹"은 일반형("도깨비", "시민" 등)에 의해 언급되기 보다는 적절한 이름을 갖는 것으로 구별된다.[6]대부분의 폭도들은 공격이나 이동의 일반적인 프로그래밍을 넘어 복잡한 행동을 할 수 없는 사람들이다.
조폭의 목적
군중들을 물리치는 것은 경험치,[7] 돈,[8] 아이템을 모으거나 [9]퀘스트를 완료하기 위해 필요할 수 있다.[10]플레이어 캐릭터(PC)와 조폭 사이의 전투를 플레이어 대 환경(PvE)이라고 부른다.[11]PC도 공격적으로 PC를 공격하기 때문에 폭도들을 공격할 수 있다.[2]몬스터 대 몬스터(MvM) 전투도 일부 게임에서 벌어진다.[12]
게임 세계에는 수백 가지의 다른 종류의 폭도들이 있을 수 있지만, 플레이어가 일정 시간을 보내면, 그들은 각 종류에 의해 나타나는 특징과 관련된 위험성을 잘 알게 될 것이다.이 지식은 게임을 어느 정도 지루하게 할 수도 있다.[13]
어원
"모바일 객체"라는 용어는 Richard Bartle이 MUD1에서 자가 모빌인 물체에 사용하였고,[1] 이후 DikuMUD의 소스 코드는 "모바일"이라는 용어를 사용하여 일반 NPC를 지칭하였고, 식별자에서 "모빌"로 더 단축되었다.DikuMUD는 에버퀘스트에 큰 영향을 미쳤으며 [14][15]MMORPG에 존재하는 용어는 MUD 사용에서 유래되었다.[5][1]그 용어는 약어라기 보다는 적절한 약어다.
참조
- ^ a b c d e f Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 102. ISBN 0-13-101816-7.
What's more of an issue is the presence in the virtual world of virtual creatures. These are commonly known as mobiles30 (mobs for short), and they represent the monsters and non-player characters who inhabit the virtual world. [...] 30From MUD1, "mobile objects." I called them that because creatures moving in a controlled but unpredictable way are like the kind of "mobiles" that hang from ceilings. Well, I was in kind of a hurry...
- ^ a b c d Shah, Rawn; Romine, James (1995). Playing MUDs on the Internet. John Wiley & Sons, Inc. pp. 93–94. ISBN 0-471-11633-5.
One of the major types of objects that you will encounter on a Mud is the mobile. A mob (pronounced MOHb, not MAWb), or mobile, is a computer controlled creature. [...] If a mob is not friendly, it is known as an agg or aggressive mobile. It will hit you at the first opportunity, even the instant you walk into a room. A majority of Muds have dumb mobs. A dumb mob will fight you until you kill it or flee from it.
- ^ a b c Maloni, Kelly; Baker, Derek; Wice, Nathaniel (1994). Net Games. Random House / Michael Wolff & Company, Inc. pp. 213. ISBN 0-679-75592-6.
mob or mobile ..... a monster in the game
- ^ a b Towers, J. Tarin; Badertscher, Ken; Cunningham, Wayne; Buskirk, Laura (1996). Yahoo! Wild Web Rides. IDG Books Worldwide Inc. p. 140. ISBN 0-7645-7003-X.
mob = mobile (This is jargon for a monster or creature.)
- ^ a b c d Hecht, Eliah (2007-02-20). "The compleat WoW abbreviations". WoW Insider. Archived from the original on 2009-08-31. Retrieved 2010-03-25.
Mob: Short for "mobile" (derived from MUDs, where any NPC was either a stationary shopkeeper or mobile; see WoWWiki), this refers in WoW to NPCs, primarily NPCs that are meant to be killed.
- ^ Poisso, Lisa (2009-06-08). "WoW Rookie: Rares, elites and nameds". WoW Insider. Archived from the original on 2009-07-18. Retrieved 2010-03-25.
Named mobs are just that: monsters that have names.
- ^ Carton, Sean (1995). Internet Virtual Worlds Quick Tour. Ventana Press. p. 175. ISBN 1-56604-222-4.
Mob A slang term for "mobiles" or monsters on a virtual world. Monsters are non-player characters who roam the world. Often, players reach a higher level by fighting and killing monsters.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 301. ISBN 0-13-101816-7.
One consequence of this is that quest rewards and mobile drops should be variable, too. Who'd want to risk life and limb for 20,000 UOC if it wasn't enough to buy an arrow? Yet how do designers make these price rises occur rationally in such a way that unscrupulous players can't screw over the system?
- ^ Busey, Andrew (1995). Secrets of the MUD Wizards. SAMS Publishing. p. 295. ISBN 0-672-30723-5.
Monsters keep players on the go for experience and weapons.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 649. ISBN 0-13-101816-7.
In the big city, you're asked to deliver bread; in the frontier town, you're asked to kill bandits. Can you stand the heat, or do you get out of the kitchen? By giving players harder quests in rougher areas, designers inform them that these are tougher areas.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 406. ISBN 0-13-101816-7.
Player versus Environment (PvE). Players are opposed by the environment—that is, the virtual world. In a combat situation, this means player characters (PCs) fight monsters.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 103. ISBN 0-13-101816-7.
Consider a second goblin raiding party. It emerges from its camp, kills some villagers' sheep, and then returns home with the spoils. The villagers get angry and offer to pay players to kill the goblins.
- ^ Guarneri, Andrea; Maggiorini, Dario; Ripamonti, Laura A.; Trubian, Marco (2013). GOLEM: Generator Of Life Embedded into MMOs (PDF). Università di Milano. p. 585.
In spite of the fact that a game world can contain hundreds of different species of monsters, after spending a certain amount of time playing, players become well aware of the characteristics presented by each specie and its related hazard. In the long run, this knowledge has the drawback of generating a certain amount of boredom in players, which lose the thrill of braving unfamiliar dangers (Koster, 2004).
- ^ "mobact.c, Mobile action module". DikuMUD Alfa. MUDBytes. 1991. Archived from the original on 2011-07-18. Retrieved 2010-11-30.
- ^ Bartle, Richard (2003). Designing Virtual Worlds. New Riders. p. 25. ISBN 0-13-101816-7.
If ever there was a case of being in the right place at the right time, EverQuest (EQ) is it. It was basically a DikuMUD with a graphical client bolted on—the similarities are so close that under legal threat its server programmers were forced to sign sworn statements to the effect that they didn't use any actual DikuMUD code in EverQuest.