fix(topics): 지식 그래프 정상화 — 고아 29%→4%, 인덱스 12개·개념 문서 13편

링크 그래프 분석(6,372문서·31,623링크) 기반 최소 수정 정상화:
- [수정] Topic_CPP/Topic_C 인덱스의 링크 표기를 실제 문서 제목으로 교정
  (CPP 117건·C 68건 — [[CPP Intro]] → [[C++ Intro]] 등, 인덱스 파일 2개만 수정)
- [수정] C Tutorial 별칭에 'C' 추가 — [[c]] 60건 해소 (frontmatter 1줄)
- [신규] 고아 다발 폴더 11곳에 00_INDEX MOC 자동 생성 (Poetic_Blog_Writing 500편,
  AI_and_ML 330, Coding 200, Reasoning_Creativity 161, Frontend 146 등)
- [신규] 루트 MOC(Topics Root Index) — breadcrumb [[10_Wiki/Topics]] 47건을 별칭으로 수용
- [신규] 수요 최상위 미싱 개념 문서 13편 (깨진 링크 다발 해소):
  글쓰기 7편(리듬·감정·문체·블로그·퇴고·정서·구조) + 설계 6편(React·Software
  Architecture·ADR·CQRS·Observability·RLHF) — AI 생성 초안임을 review_reason에 명시
- 기존 문서 본문은 무수정 (인덱스 2개 링크 교정 + 별칭 1줄이 수정의 전부)

결과: 고아 1,901(29%)→314(4%), 완전고립 1,018→173, 깨진 링크 10,258→9,679

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
id: game-design-index
title: "Game Design Index"
category: "Index"
status: "draft"
verification_status: "conceptual"
canonical_id: ""
aliases: ["Game Design MOC", "Game Design 목차"]
duplicate_of: ""
source_trust_level: "B"
confidence_score: 0.90
created_at: 2026-07-11
updated_at: 2026-07-11
review_reason: "고아 문서 연결용 자동 생성 MOC — 폴더 구성 변경 시 재생성 필요"
merge_history: []
tags: ["moc", "index"]
raw_sources: []
applied_in: []
github_commit: ""
---
# [[Game Design Index]]
## 🎯 한 줄 통찰 (One-line insight)
`Domain_General/Game_Design` 폴더의 전체 문서를 연결하는 Map of Content — 이 폴더의 지식으로 들어가는 관문.
## 📚 문서 목록 (105편)
- [[4X 시스템 (4X System)]]
- [[Albion Online (Full Loot, Player-Driven Production)]]
- [[Algorithmic Rhetoric]]
- [[Alliances and Sector Hegemony]]
- [[Anti-Air and Anti-Ground Combat]]
- [[Arc 2 Technology]]
- [[Assault Platoons]]
- [[Baiting and Combat Controls]]
- [[Base Layouts and Kill Zones]]
- [[Beresnev Studio]]
- [[Biomechanics of Injury]]
- [[Biomedical Engineering]]
- [[BioShock Critique]]
- [[Capybara GO!]]
- [[Case Study: Skybound Red Striker Jitter Stabilization]]
- [[Combat Balance Buff]]
- [[CPI (Cost Per Install)]]
- [[Damage Resistance Platforms]]
- [[Data-Driven Personalization]]
- [[Dead Space Series]]
- [[Defense Buildings]]
- [[Descendants Sector Control]]
- [[Dynamic Offers]]
- [[Economic Analysis]]
- [[Elite Athletic Development]]
- [[Evolution of the War Commander Combat Ecosystem]]
- [[Final Fantasy XV - A New Empire]]
- [[Fixed Time Step vs Variable Time Step]]
- [[Gacha Mechanics Analysis]]
- [[Gait Analysis Laboratory]]
- [[Game Monetization Strategy]]
- [[Gamification Theory]]
- [[Hedera (HCS 및 Fauxkens)]]
- [[Hyperinflation in Closed Loop Systems]]
- [[Immersive Sim Genre]]
- [[Immersive Sims — Deus Ex / Dishonored Lineage]]
- [[Immersive Sims — Deus Ex / Thief]]
- [[Iridium]]
- [[Jailing]]
- [[Kick-back System (Gun Recoil Pattern)]]
- [[Live Operations (LiveOps)]]
- [[Love and Deepspace]]
- [[Magic Circle]]
- [[Magic Sort!]]
- [[McKinsey Problem Solving Test (PST)]]
- [[Metaverse Aesthetics]]
- [[Mobile Strike]]
- [[Monetization at the Point of Friction]]
- [[Nuclear Deterrence Models]]
- [[Okami Ink Wash Aesthetics]]
- [[Papers Please (Bureaucratic Simulation)]]
- [[Papers Please — Bureaucracy as Mechanic]]
- [[Physics]]
- [[Platform Resistance and Defensive Specialization]]
- [[Platform Specialization]]
- [[Player Experience Modeling]]
- [[Poverty Simulation in Games]]
- [[Power Creep (Content Treadmills)]]
- [[Prisoner's Dilemma Models in Game Design]]
- [[Procedural Level Geometry]]
- [[Puzzles & Survival]]
- [[Real-Time Translation in Games]]
- [[Revenge Cycle Dynamics]]
- [[Roguelike Procedural Generation]]
- [[Sarkis Cloning Technology]]
- [[Sector]]
- [[Sector Breach Store]]
- [[Sector Breach XP]]
- [[Skybound Skill Asset Integration]]
- [[Stage Director and World Tension Scaling]]
- [[Staggered Firing Logic and Phase Offset]]
- [[State Machine and Phase Transition Events]]
- [[Status Effects]]
- [[Structural Dynamics and Tactical Evolution of the Combat Ecosystem]]
- [[Structural Dynamics of Combat Ecosystem]]
- [[Support Platforms]]
- [[Thorium]]
- [[Triple Match 3D]]
- [[Tripledot Studios]]
- [[User Acquisition (UA)]]
- [[War Commander Combat Ecosystem]]
- [[War Commander Event Operations]]
- [[WARNO 전투 메커니즘 (Combat Mechanics)]]
- [[WARPLAN]]
- [[World War Rising]]
- [[가버-그레인저 방법 (Gabor-Granger Method)]]
- [[고래 유저 (Whale Players)]]
- [[다중 게임 구독 모델 (Multigame Subscriptions)]]
- [[보상의 역효과 (Overjustification Effect)]]
- [[사용자 참여도 (Player Engagement)]]
- [[사용자 확보 (User Acquisition)]]
- [[섹터]]
- [[소대]]
- [[소유 효과]]
- [[수익화 전략]]
- [[시간 제한 메커니즘 (Time-gating)]]
- [[웹3 및 토크노믹스 모델링(Web3 and Tokenomics Modeling)]]
- [[이중 계층 과금 모델 (Two-layer Monetization)]]
- [[인문학적 게임 비평 및 서사학]]
- [[인플레이션 관리]]
- [[적자 경제 (Deficit economy)]]
- [[전리품 상자(Loot Box)]]
- [[제로잉 (Zeroing)]]
- [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- [[플레이어 기반 경제]]