refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조

에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
id: wiki-2026-0508-immersive-sims-deus-ex-dishonore
title: Immersive Sims — Deus Ex / Dishonored Lineage
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Deus Ex, Dishonored, Spector Lineage, Arkane ImSim]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, immersive-sim, level-design, case-study]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: csharp
framework: UnrealEngine
---
# Immersive Sims — Deus Ex / Dishonored Lineage
## 매 한 줄
> **"매 lineage가 Looking Glass → Ion Storm → Arkane으로 이어지며 매 'player choice as core philosophy'를 35년간 발전."** Deus Ex (2000, Warren Spector / Harvey Smith)는 매 cyberpunk + RPG + FPS hybrid의 origin, Dishonored (2012, Harvey Smith / Raphael Colantonio)는 매 그 DNA를 stealth-action으로 distill. 매 2026 시점에서 Microsoft의 Arkane Austin shutdown (2024) 이후 매 lineage가 indie / mid-tier로 이동 (Weird West, Gloomwood, Peripeteia).
## 매 핵심
### 매 Deus Ex (2000) 의 contribution
- **Skill tree + augmentation 분리**: 매 skill (lockpick, hacking)은 XP 투자, 매 aug (cloaking, regen)는 nano-canister 발견. 매 dual progression.
- **Multi-route level**: 매 mission마다 vent / door / hack / sneak / kill 매 4-5 path.
- **Conversation as gameplay**: 매 NPC 설득이 매 entire mission skip 가능 (UNATCO HQ Anna Navarre encounter).
- **Conspiracy narrative**: 매 player의 trust가 매 game progression따라 shift — 매 ending choice 3개 모두 morally ambiguous.
### 매 Dishonored 의 distillation
- **Chaos system**: 매 kill count → high chaos → 매 darker ending + more weepers + Emily 의 colder personality.
- **Powers as verbs**: Blink (teleport), Possession, Devouring Swarm — 매 power가 다른 power와 stack (Blink mid-air to surprise guard).
- **Non-lethal alternatives**: 매 main target 모두 매 worse-than-death non-lethal 처리 (Lady Boyle → kidnapped, Pendleton → tongue cut → mines).
- **Painted environment storytelling**: Sergei Kolesov / Viktor Antonov의 매 visual language — 매 architecture가 narrative carry.
### 매 응용
1. **Deus Ex: Mankind Divided (2016) Praha hub**: 매 single city district이 매 ImSim "one city block" philosophy의 매 modern realization.
2. **Dishonored 2 (2016) "A Crack in the Slab"**: 매 timeline switching mechanic — past/present를 toggle하며 매 puzzle solve.
3. **Prey 2017 Talos I**: 매 Looking Glass System Shock의 매 spiritual successor — Mimic ability로 매 모든 small object로 변신.
## 💻 패턴
### Chaos system — hidden state tracking
```csharp
// 매 player action이 매 ending state에 누적
public class ChaosTracker : MonoBehaviour {
int kills = 0;
int alarms = 0;
public void OnNPCKilled(NPC npc) {
kills++;
// 매 civilians는 매 weight 더 큼
if (npc.faction == Faction.Civilian) kills += 2;
}
public ChaosLevel GetLevel() {
float ratio = (float)kills / WorldRegistry.TotalNPCs;
return ratio > 0.2f ? ChaosLevel.High : ChaosLevel.Low;
}
}
```
### Multi-path mission gating (Deus Ex style)
```csharp
// 매 mission objective가 매 multiple routes로 satisfiable
public class MissionObjective {
public string description;
public List<Func<bool>> completionConditions = new();
public bool IsComplete() => completionConditions.Any(c => c());
}
// Setup
var obj = new MissionObjective { description = "Reach the rooftop" };
obj.completionConditions.Add(() => Player.Has("RooftopKeycard")); // direct
obj.completionConditions.Add(() => Player.UsedVent("rooftop_vent")); // stealth
obj.completionConditions.Add(() => Player.Hacked("elevator_panel")); // hack
obj.completionConditions.Add(() => NPC.Persuaded("guard_bobby")); // social
```
### Power composition (Dishonored)
```csharp
// 매 active power state machine — chaining
public class PowerState : MonoBehaviour {
public bool Possessing { get; set; }
public Transform PossessionTarget { get; set; }
public void Blink(Vector3 target) {
if (Possessing) {
// 매 possessed rat이 blink — 매 unique animation + 매 mana cost discount
PossessionTarget.position = target;
ConsumeMana(0.3f);
} else {
transform.position = target;
ConsumeMana(0.5f);
}
}
}
```
### Painted dialogue tree with state
```csharp
// 매 NPC dialogue가 매 chaos / faction reputation reflect
public class DialogueNode {
public string text;
public Func<bool> condition;
public List<DialogueChoice> choices;
}
var emilyHigh = new DialogueNode {
text = "...You taught me well, father. They deserved it.",
condition = () => chaos.GetLevel() == ChaosLevel.High,
};
var emilyLow = new DialogueNode {
text = "Father, I've been watching the people. They're so... fragile.",
condition = () => chaos.GetLevel() == ChaosLevel.Low,
};
```
### Reactivity trace (Deus Ex 1 NSF Statue)
```csharp
// 매 player action이 매 later level에 visible reference
WorldFlags.Set("destroyed_statue_of_liberty", true);
// 6 mission later — NPC dialog gates
if (WorldFlags.Get("destroyed_statue_of_liberty"))
npc.Say("They're rebuilding her, you know. After the bombing.");
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 1st-person + RPG hybrid | Deus Ex 식 — skills + ammo + dialog |
| Stealth-action focus | Dishonored 식 — powers + chaos |
| Sci-fi horror | Prey / System Shock 식 |
| Open hub | Mankind Divided Praha 식 |
| Time mechanic | Dishonored 2 / Deathloop 식 |
**기본값**: 매 small mission slice prototype — 매 4 routes (combat/stealth/hack/social) 모두 plausible 한지 매 first verify.
## 🔗 Graph
- 부모: [[Immersive-Sim-Genre]] · [[Looking-Glass-Studios]]
## 🤖 LLM 활용
**언제**: 매 mission outline 작성 시 LLM에게 "매 same objective의 매 4 route variant 생성" 요청 → 매 designer가 brainstorm 시드.
**언제 X**: 매 voice line writing — 매 Harvey Smith / Raphael Colantonio 의 specific tone은 매 LLM이 reproduce 어려움.
## ❌ 안티패턴
- **Forced stealth section**: 매 player의 power buildup을 매 무시하고 매 scripted detection.
- **Chaos system without payoff**: 매 player action track하지만 매 ending에 매 영향 없으면 매 betrayal.
- **Boss fight as wall**: 매 ImSim에서 boss는 매 multi-route 가능해야 함 (Dishonored Outsider's Mark을 가진 boss를 stealth로 처리할 수 있어야).
## 🧪 검증 / 중복
- Verified — Harvey Smith GDC 2010 / 2014, Warren Spector "Postmortem: Deus Ex" (Game Developer Magazine 2000), Arkane Lyon Dishonored postmortem.
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Deus Ex / Dishonored lineage, chaos / multi-path / power chaining patterns |