Wiki cleanup: error-doc removal, dedup merge, link normalization

10_Wiki/Topics 대규모 정리:
- 오류 캡처/미완성 stub 문서 227개 제거
- 교차폴더 중복 43클러스터 병합 (63파일 → redirect)
- 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건
- 카테고리 MOC 6개 신규 생성
- Graph 섹션 미해결 related-keyword 링크 10,058건 제거

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Antigravity Agent
2026-05-20 23:52:15 +09:00
parent 2a4a5046b6
commit f8b21af4be
2874 changed files with 15296 additions and 27684 deletions
@@ -25,8 +25,6 @@ github_commit: pending
- Korean alias 표제 — canonical English 문서로 통합.
## 🔗 Graph
- 부모: [[4X System]] (canonical)
- 인접: [[Stellaris]] · [[Civilization]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -130,10 +130,8 @@ def schedule_gvg(attacker_guild, territory):
**기본값**: Group play, T6 gear, red zone — 매 risk/reward sweet spot.
## 🔗 Graph
- 부모: [[Sandbox MMO]] · [[Full Loot PvP]]
- 변형: [[EVE Online]] · [[Mortal Online 2]]
- 응용: [[Player-Driven Economy]] · [[Territory Warfare]]
- Adjacent: [[Throne and Liberty]] · [[Ultima Online]]
- 변형: [[EVE Online]]
- 응용: [[Player-Driven Economy]]
## 🤖 LLM 활용
**언제**: 매 sandbox MMO economy design, 매 full-loot risk calculus, 매 player-driven crafting balance 의 reference.
@@ -127,9 +127,9 @@ def display_endgame_summary(playthrough):
**기본값**: 매 mechanic 가 thesis 와 align — 매 narrative 의 X mechanic 의 의 contradict 의 X.
## 🔗 Graph
- 부모: [[Procedural Rhetoric]] · [[Game Studies]]
- 변형: [[Persuasive Games]] · [[Serious Games]]
- 응용: [[Papers Please]] · [[Cart Life]] · [[Disco Elysium]]
- 부모: [[Procedural Rhetoric]]
- 변형: [[Persuasive Games]]
- 응용: [[Papers Please]]
- Adjacent: [[Ludonarrative Dissonance]] · [[Algorithmic Bias]]
## 🤖 LLM 활용
@@ -133,10 +133,8 @@ def collect_tribute(suzerain, vassal):
**기본값**: 매 NAP web 을 maximizing — 매 1-front war 의 의 의 의 sustainable.
## 🔗 Graph
- 부모: [[Sandbox MMO]] · [[Territory Warfare]]
- 변형: [[Coalition Warfare]] · [[Vassal System]]
- 응용: [[EVE Online]] · [[Albion Online]] · [[Foxhole]]
- Adjacent: [[Guild Management]] · [[Diplomacy Mechanics]]
- 변형: [[Coalition Warfare]]
- 응용: [[EVE Online]] · [[Albion Online (Full LootPlayer-Driven Production)|Albion Online]]
## 🤖 LLM 활용
**언제**: 매 emergent geopolitics 의 design, 매 alliance scale 의 mechanic 의 reference.
@@ -146,10 +146,8 @@ def turret_select_weapon(turret, target):
**기본값**: 매 dual-purpose unit 의 의 의 의 의 의 의 economy efficient 의 의 의 의 의 의 specialist 의 의 의 의 의 의 dps 의 의 의 의 의 lower.
## 🔗 Graph
- 부모: [[RTS Combat]] · [[Targeting Systems]]
- 변형: [[Domain-Based Combat]] · [[Hard Counter Design]]
- 응용: [[StarCraft]] · [[Command and Conquer]] · [[Wargame Red Dragon]]
- Adjacent: [[Splash Damage]] · [[Stealth Detection]]
- 응용: [[Wargame Red Dragon]]
- Adjacent: [[Splash Damage]]
## 🤖 LLM 활용
**언제**: 매 RTS combat design 의 reference, 매 unit composition balance 의 의 framework.
@@ -139,10 +139,6 @@ def transition_to_arc_2(civ):
**기본값**: Arc 2 의 의 의 의 의 의 5060% playtime — 매 mastery + 매 fresh content sweet spot.
## 🔗 Graph
- 부모: [[Tech Tree Design]] · [[Multi-Arc Progression]]
- 변형: [[Era System]] · [[Age Up Mechanics]]
- 응용: [[Stellaris]] · [[Endless Space 2]] · [[Distant Worlds 2]]
- Adjacent: [[Mid-Game Collapse]] · [[Victory Path Design]]
## 🤖 LLM 활용
**언제**: 매 4X / grand strategy 의 mid-game design, 매 progression curve 의 reference.
@@ -153,9 +153,6 @@ def set_formation(platoon, name):
## 🔗 Graph
- 부모: [[RTS Tactics]] · [[Combined Arms]]
- 변형: [[Squad System]] · [[Battalion Command]]
- 응용: [[Company of Heroes 3]] · [[Steel Division 2]] · [[Broken Arrow]]
- Adjacent: [[Retreat Mechanics]] · [[Suppression System]]
## 🤖 LLM 활용
**언제**: 매 platoon-scale RTS design, 매 combined-arms balance 의 reference, 매 AI co-pilot prompt 의 frame.
@@ -128,10 +128,6 @@ def handle_input(player, input):
**기본값**: Stamina-gated cancel + 200ms+ startup — 매 mid-floor / high-ceiling sweet spot.
## 🔗 Graph
- 부모: [[Combat System Design]] · [[Mind Games]]
- 변형: [[Frame Trap]] · [[Feint Mechanics]]
- 응용: [[Souls Series]] · [[Tekken]] · [[For Honor]] · [[Mordhau]]
- Adjacent: [[Stamina System]] · [[Cancel Window]] · [[Posture Bar]]
## 🤖 LLM 활용
**언제**: 매 melee/fighting combat design, 매 mind-game depth 의 의 의 의 framework, 매 frame data balance 의 reference.
@@ -115,10 +115,9 @@ bool IsKillZone(FVector pos, const TArray<FVector>& sightlines) {
**기본값**: 1 primary kill zone (60% kill share) + 1 backup (30%) + leak buffer (10%).
## 🔗 Graph
- 부모: [[Level_Design]] · [[Combat_Encounter_Design]]
- 변형: [[Maze_Layouts]] · [[Open_Field_Defense]]
- 응용: [[Tower_Defense_Genre]] · [[Procedural-Level-Geometry]]
- Adjacent: [[Combat_Balance_Buff]] · [[Telemetry (Telemetry)]]
- 부모: [[Level_Design]]
- 응용: [[Procedural-Level-Geometry]]
- Adjacent: [[Combat_Balance_Buff]]
## 🤖 LLM 활용
**언제**: 매 TD / shooter / RTS 의 layout iteration, 매 telemetry 후 kill-zone 의 hot/cold 의 분석.
@@ -133,10 +133,6 @@ def expansion_roi(base_game_units_sold, attach_rate=0.3, expansion_price=15,
**기본값**: 매 EA on Steam 의 의 의 의 의 의 가장 sustainable indie path.
## 🔗 Graph
- 부모: [[Indie Studio Patterns]] · [[Game Production]]
- 변형: [[AA Studio]] · [[Solo Dev]]
- 응용: [[Owlcat Games]] · [[Vile Monarch]]
- Adjacent: [[Steam Early Access]] · [[Hooded Horse Publishing]]
## 🤖 LLM 활용
**언제**: 매 indie studio 의 production planning reference, 매 EA roadmap design.
@@ -147,10 +147,8 @@ def on_death(player, world):
**기본값**: 매 mechanic-narrative alignment 우선, 매 dissonance 는 매 의도된 critique 일 때만.
## 🔗 Graph
- 부모: [[Immersive-Sim-Genre]] · [[Ludonarrative-Dissonance]]
- 변형: [[BioShock-Infinite]] · [[System-Shock-2]]
- 응용: [[Prey-2017]] · [[Spec-Ops-The-Line]]
- Adjacent: [[Environmental-Storytelling]] · [[Player-Agency-Design]]
- 부모: [[Immersive-Sim-Genre]] · [[Ludo-narrative Dissonance|Ludonarrative-Dissonance]]
- Adjacent: [[Environmental-Storytelling]]
## 🤖 LLM 활용
**언제**: 매 narrative-mechanic alignment 분석, 매 immersive sim 매 design pattern reference, 매 player agency 매 deconstruction 학습.
@@ -137,10 +137,9 @@ def effective_armor(armor_thickness_mm, hit_angle_deg):
**기본값**: Hitbox + multiplier + simple bleed → 매 expand 의 incremental.
## 🔗 Graph
- 부모: [[Game_Physics]] · [[Combat_Systems]]
- 변형: [[Vehicle_Damage_Models]] · [[Ragdoll_Physics]]
- 응용: [[Tactical_Shooter_Design]] · [[Combat_Balance_Buff]]
- Adjacent: [[Procedural-Level-Geometry]] · [[Telemetry (Telemetry)]]
- 부모: [[Game_Physics]]
- 응용: [[Combat_Balance_Buff]]
- Adjacent: [[Procedural-Level-Geometry]]
## 🤖 LLM 활용
**언제**: 매 tactical / sim 게임 의 damage model design, 매 hit-feel iteration, 매 armor balance.
@@ -141,7 +141,6 @@ function effectiveAtT(player: Player, drug: Drug, t: number) {
**기본값**: 매 zone-based damage + 매 limited cybernetic slot.
## 🔗 Graph
- 부모: [[Engineering]] · [[Medicine]]
- 변형: [[Biomechanics-of-Injury]] · [[Gait-Analysis-Laboratory]]
- 응용: [[Damage-Resistance-Platforms]] · [[Combat_Balance_Buff]]
- Adjacent: [[Elite-Athletic-Development]]
@@ -150,8 +150,6 @@ function decodeCV(cv: number): { revenue_bucket: number; engagement: number } {
**기본값**: 매 D7 ROAS > 0.3, D30 ROAS > 0.7 의 매 channel 만 scale.
## 🔗 Graph
- 부모: [[Mobile-Marketing]] · [[User-Acquisition]]
- 변형: [[CPM]] · [[CPC]] · [[CPA]]
- 응용: [[Game_Monetization_Strategy]] · [[Capybara GO!]]
- Adjacent: [[Dynamic Offers]] · [[Data-Driven Personalization]]
@@ -152,8 +152,6 @@ function recommendOffer(player: Player): Offer | null {
**기본값**: 매 layered offer ladder + 매 daily/weekly/monthly cadence.
## 🔗 Graph
- 부모: [[Idle-RPG]] · [[Mobile-Game-Design]]
- 변형: [[AFK-Arena]] · [[Survivor.io]]
- 응용: [[Game_Monetization_Strategy]] · [[Dynamic Offers]] · [[Gacha Mechanics Analysis]]
- Adjacent: [[CPI (Cost Per Install)]] · [[Data-Driven Personalization]]
@@ -130,8 +130,7 @@ async function validateBuff(unit_id: string, ptr_data: TelemetryWindow) {
**기본값**: 매 telemetry > 1000 sample + 매 conservative +5% first pass.
## 🔗 Graph
- 부모: [[Game-Balance]] · [[Live-Ops]]
- 변형: [[Combat_Balance_Nerf]] · [[Rework]]
- 부모: [[게임 밸런싱|Game-Balance]] · [[Live-Ops]]
- 응용: [[Defense-Buildings]] · [[Damage-Resistance-Platforms]]
- Adjacent: [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
@@ -138,7 +138,7 @@ function describeResistance(r: Resistances): string {
**기본값**: 매 30-50% single-type resist + 매 multiplicative stacking.
## 🔗 Graph
- 부모: [[Defense-Buildings]] · [[Combat-Mechanics]]
- 부모: [[Defense-Buildings]]
- 변형: [[Anti-Air-and-Anti-Ground-Combat]] · [[Base-Layouts-and-Kill-Zones]]
- 응용: [[Combat_Balance_Buff]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
- Adjacent: [[Biomedical-Engineering]]
@@ -154,7 +154,7 @@ def select_offer_with_guardrails(p: PlayerFeatures, ml_pick: int, offers: list)
**기본값**: 매 segment + bandit + 매 rule guardrails 의 layered.
## 🔗 Graph
- 부모: [[Live-Ops]] · [[Mobile-Game-Analytics]]
- 부모: [[Live-Ops]]
- 변형: [[Dynamic Offers]] · [[Adaptive-Difficulty]]
- 응용: [[Game_Monetization_Strategy]] · [[Capybara GO!]]
- Adjacent: [[CPI (Cost Per Install)]] · [[Gacha Mechanics Analysis]]
@@ -170,8 +170,6 @@ class TensionDirector {
**기본값**: 매 limb-targeting + 매 diegetic UI + 매 scarce-ammo loop.
## 🔗 Graph
- 부모: [[Survival-Horror]] · [[Sci-Fi-Games]]
- 변형: [[Resident-Evil]] · [[System-Shock]]
- 응용: [[Immersive-Sim-Genre]] · [[BioShock-Critique]]
- Adjacent: [[Biomechanics-of-Injury]]
@@ -157,10 +157,7 @@ def daily_decay(sector, owner_activity_score):
**기본값**: 매 vulnerability window + tax + decay 매 3-pillar — 매 EVE/Albion 매 검증된 조합.
## 🔗 Graph
- 부모: [[MMO-PvP-Design]] · [[Territory-Control-Systems]]
- 변형: [[EVE-Sovereignty]] · [[Albion-GvG]] · [[Foxhole-Warfront]]
- 응용: [[Guild-Politics-Emergence]] · [[Player-Driven-Economy]]
- Adjacent: [[Siege-Mechanics]] · [[Vulnerability-Window-Design]]
- 응용: [[Player-Driven-Economy]]
## 🤖 LLM 활용
**언제**: 매 MMO territory system 설계, 매 PvP balance 분석, 매 emergent politics 매 mechanic 도출.
@@ -163,7 +163,6 @@ async function offerConversionRate(offer_id: string, since_ms: number) {
## 🔗 Graph
- 부모: [[Game_Monetization_Strategy]] · [[Live-Ops]]
- 변형: [[Battle-Pass]] · [[Limited-Banner]]
- 응용: [[Capybara GO!]] · [[Data-Driven Personalization]]
- Adjacent: [[CPI (Cost Per Install)]]
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@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[EVE Online]] (canonical)
- Adjacent: [[Albion Online]] · [[Sandbox MMO]]
- Adjacent: [[Albion Online (Full LootPlayer-Driven Production)|Albion Online]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -141,10 +141,8 @@ public class VelocityTracker {
**기본값**: 매 monthly economic report (CPI, Gini, velocity) — 매 EVE QER 모델.
## 🔗 Graph
- 부모: [[Virtual-Economy-Design]] · [[Game-Economy-Theory]]
- 변형: [[EVE-QER]] · [[WoW-Token-Model]] · [[POE-Barter-Economy]]
- 응용: [[Hyperinflation-in-Closed-Loop-Systems]] · [[Sink-Faucet-Balancing]]
- Adjacent: [[Player-Driven-Markets]] · [[Web3-Game-Economy]]
- 부모: [[Virtual-Economy-Design]]
- 응용: [[Hyperinflation-in-Closed-Loop-Systems]]
## 🤖 LLM 활용
**언제**: 매 monthly economy report 자동 생성, 매 anomaly detection (sudden CPI spike), 매 sink/faucet audit.
@@ -162,10 +162,7 @@ public class MentalCoach {
**기본값**: 매 deliberate practice + 매 sleep priority + 매 periodization 의 매 3-pillar.
## 🔗 Graph
- 부모: [[Esports-Training-Systems]] · [[Performance-Science]]
- 변형: [[KeSPA-House-System]] · [[Modern-Academy-Pipeline]]
- 응용: [[Faker-Career-Longevity]] · [[Korean-StarCraft-Pipeline]]
- Adjacent: [[Deliberate-Practice]] · [[Cognitive-Load-Theory]] · [[Sleep-Performance-Link]]
- Adjacent: [[Deliberate-Practice]] · [[Cognitive Load Theory|Cognitive-Load-Theory]]
## 🤖 LLM 활용
**언제**: 매 esports training program 설계, 매 VOD review automation, 매 player development pipeline 구축.
@@ -139,10 +139,6 @@ public class PrestigeSystem {
**기본값**: 매 quarterly meta refresh + 매 yearly prestige reset.
## 🔗 Graph
- 부모: [[RTS-Combat-Design]] · [[Mobile-Strategy-Game-Design]]
- 변형: [[Battle-Pirates]] · [[Boom-Beach]] · [[State-of-Survival]]
- 응용: [[Power-Creep-Management]] · [[Faction-System-Design]]
- Adjacent: [[Pathfinding-Exploit]] · [[Prestige-Reset-Pattern]]
## 🤖 LLM 활용
**언제**: 매 RTS meta 분석, 매 unit roster expansion 설계, 매 long-term engagement strategy.
@@ -145,10 +145,8 @@ game:
**기본값**: 매 ethical monetization — 매 deceptive ad 회피, 매 cosmetic-driven 우선 (매 long-term LTV 위해).
## 🔗 Graph
- 부모: [[Game_Monetization_Strategy]] · [[Mobile-4X-Design]]
- 변형: [[Game-of-War]] · [[Mobile-Strike]] · [[Lords-Mobile]]
- 응용: [[Whale-Monetization]] · [[Alliance-War-Mechanic]]
- Adjacent: [[Deceptive-Ad-Patterns]] · [[Dark-Pattern-Game-Design]]
- 부모: [[Game_Monetization_Strategy]]
- 변형: [[Game-of-War]] · [[Mobile-Strike]]
## 🤖 LLM 활용
**언제**: 매 mobile 4X monetization 분석, 매 IP licensing strategy 평가, 매 dark pattern 식별.
@@ -161,10 +161,9 @@ fn main() {
**기본값**: 매 Glenn Fiedler 의 fixed-with-accumulator + interpolation pattern.
## 🔗 Graph
- 부모: [[Game Loop]] · [[Simulation Architecture]]
- 변형: [[Lock-step Multiplayer]] · [[Rollback Netcode]] · [[Frame Pacing]]
- 응용: [[Physics]] · [[Continuous Collision Detection]] · [[Beat Saber]]
- Adjacent: [[Determinism]] · [[Spiral of Death]] · [[Frame Interpolation]]
- 부모: [[Game Loop]]
- 변형: [[Rollback Netcode]]
- 응용: [[Physics]] · [[Beat Saber]]
## 🤖 LLM 활용
**언제**: Loop architecture sketch, accumulator boilerplate, framework migration plan.
@@ -158,9 +158,8 @@ function segment(monthlySpend: number): Segment {
## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[Loot Box]]
- 변형: [[Box Gacha]] · [[Step-up Gacha]]
- 응용: [[Genshin Impact]] · [[Honkai Star Rail]] · [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- Adjacent: [[Whale Players]] · [[Dynamic Offers]] · [[Power Creep (Content Treadmills)]]
- 응용: [[Genshin Impact]] · [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- Adjacent: [[Dynamic Offers]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: pull-simulation, banner balancing, EV computation.
@@ -141,8 +141,7 @@ def gait_deviation_index(subject_kinematics: np.ndarray,
**기본값**: 매 marker-based optical + force plates 매 gold standard, markerless 매 augmenting.
## 🔗 Graph
- 부모: [[Biomechanics-of-Injury]] · [[Biomedical-Engineering]] · [[Sports Science]]
- 변형: [[Markerless Motion Capture]] · [[IMU-based Gait]] · [[OpenCap]]
- 부모: [[Biomechanics-of-Injury]] · [[Biomedical-Engineering]]
- 응용: [[가상현실(VR) 자전거 시뮬레이터]] · [[엑서게임(Exergaming)]] · [[Beat Saber]]
- Adjacent: [[VR Sickness]] · [[Elite-Athletic-Development]] · [[동작 속도(Movement Speed)]]
@@ -144,10 +144,9 @@ public class OfferEngine {
**기본값**: 매 cosmetic + battle pass + 매 ethical disclosure (매 odds, 매 spend cap).
## 🔗 Graph
- 부모: [[Game-Business-Model]] · [[F2P-Design]]
- 변형: [[Battle-Pass-Design]] · [[Gacha-Design]] · [[Subscription-Model]]
- 응용: [[Final Fantasy XV- A New Empire]] · [[Cosmetic-Economy]]
- Adjacent: [[LTV-Optimization]] · [[Cohort-Analysis]] · [[ATT-Attribution-Post-2021]]
- 부모: [[F2P-Design]]
- 응용: [[Final Fantasy XV- A New Empire]]
- Adjacent: [[LTV-Optimization]]
## 🤖 LLM 활용
**언제**: 매 monetization strategy 설계, 매 LTV modeling, 매 offer engine 구축, 매 ethical audit.
@@ -138,9 +138,7 @@ function rollReward(): Reward {
**기본값**: SDT-aligned 의 autonomy-first design — 매 PBL 의 매 surface 의 X.
## 🔗 Graph
- 부모: [[Self-Determination Theory]] · [[Behavioral Psychology]]
- 변형: [[Serious Games]] · [[Gameful Design]]
- 응용: [[Duolingo]] · [[Strava]] · [[Habitica]]
- 부모: [[Self-Determination Theory]]
- Adjacent: [[Magic-Circle]] · [[Player-Experience-Modeling]] · [[보상의 역효과 (Overjustification Effect)]]
## 🤖 LLM 활용
@@ -25,7 +25,6 @@ github_commit: pending
- 매 disadvantage: 매 매 ecosystem 작음, 매 매 EVM compatibility 의 매 부분적 (JSON-RPC relay).
## 🔗 Graph
- 부모: [[Web3-Game-Economy]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -149,10 +149,8 @@ contract GameToken is ERC20 {
**기본값**: 매 monthly economic report (EVE QER 모델) + 매 automatic sink scaling.
## 🔗 Graph
- 부모: [[Economic-Analysis]] · [[Virtual-Economy-Pathology]]
- 변형: [[Diablo3-RMAH-Crash]] · [[Axie-SLP-Crash]] · [[RuneScape-Duping]]
- 응용: [[Sink-Faucet-Balancing]] · [[Bot-Detection-Systems]]
- Adjacent: [[Tokenomics-Design]] · [[Currency-Redenomination]]
- 부모: [[Economic-Analysis]]
- 변형: [[Axie-SLP-Crash]]
## 🤖 LLM 활용
**언제**: 매 economy crisis 진단, 매 mitigation strategy 설계, 매 historical case study 학습.
@@ -145,9 +145,7 @@ def telemetry_emergent_solutions(playthrough_log):
## 🔗 Graph
- 부모: [[Systemic-Game-Design]] · [[Looking-Glass-Lineage]]
- 변형: [[BioShock-Critique]] · [[Deus-Ex-Design]] · [[Dishonored-Design]]
- 응용: [[Prey-2017]] · [[Weird-West]] · [[System-Shock-Remake]]
- Adjacent: [[Emergent-Gameplay]] · [[Verb-Multiplicity]] · [[NPC-AI-Awareness]]
- 변형: [[BioShock-Critique]]
## 🤖 LLM 활용
**언제**: 매 imm sim level 설계, 매 system interaction matrix 정의, 매 emergent telemetry 분석.
@@ -143,9 +143,6 @@ if (WorldFlags.Get("destroyed_statue_of_liberty"))
## 🔗 Graph
- 부모: [[Immersive-Sim-Genre]] · [[Looking-Glass-Studios]]
- 변형: [[Prey-2017]] · [[Deathloop]] · [[Weird-West]]
- 응용: [[Dishonored-Chaos-System]] · [[Deus-Ex-Conspiracy-Narrative]]
- Adjacent: [[Stealth-Game-Design]] · [[Cyberpunk-Aesthetic]]
## 🤖 LLM 활용
**언제**: 매 mission outline 작성 시 LLM에게 "매 same objective의 매 4 route variant 생성" 요청 → 매 designer가 brainstorm 시드.
@@ -121,9 +121,8 @@ solutions:
**기본값**: 매 4-5 systems 의 deep interaction (3+ pairs 의 emergent) > 매 20 systems 의 shallow.
## 🔗 Graph
- 부모: [[Game_Genres]] · [[Systemic_Design]]
- 변형: [[0451_Lineage]] · [[Stealth_Genre]] · [[Roguelike_Imsim_Hybrid]]
- 응용: [[Dishonored]] · [[Prey 2017]] · [[Gloomwood]]
- 부모: [[Systemic_Design]]
- 응용: [[Dishonored]]
- Adjacent: [[Procedural-Level-Geometry]] · [[Base-Layouts-and-Kill-Zones]] · [[Biomechanics-of-Injury]]
## 🤖 LLM 활용
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@@ -140,7 +140,7 @@ def event_iridium_reward(rank: int) -> int:
## 🔗 Graph
- 부모: [[Premium Currency]] · [[Game Monetization Strategy]]
- 변형: [[Mobile Strike]] (Gold) · [[Boom Beach]] (Diamond)
- 변형: [[Mobile Strike]] (Gold) · (Diamond)
- 응용: [[Sector-Breach-Store]] · [[Defense-Buildings]] · [[Platform-Specialization]]
- Adjacent: [[고래 유저 (Whale Players)]] · [[하이브리드 수익화]] · [[Power Creep (Content Treadmills)]]
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@@ -130,9 +130,8 @@ function canAttack(attacker: Player, defender: Player): boolean {
**기본값**: 매 jailing 의 enabled 하되 매 mercy timer + power throttle 의 always enforce.
## 🔗 Graph
- 부모: [[PvP MMO Strategy]] · [[War Commander]]
- 변형: [[Bubble Hugging]] · [[Rally Attacks]] · [[Sector Hegemony]]
- 응용: [[Mobile Strike]] · [[Last Shelter Survival]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
- 부모: [[War Commander]]
- 응용: [[Mobile Strike]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]]
- Adjacent: [[Alliances-and-Sector-Hegemony]] · [[Defense-Buildings]] · [[Base-Layouts-and-Kill-Zones]]
## 🤖 LLM 활용
@@ -149,10 +149,6 @@ public void TriggerHaptic() {
**기본값**: 매 5-stack composite (camera + weapon + bloom + audio + haptic). 매 single-layer kick은 매 cheap-feel.
## 🔗 Graph
- 부모: [[Game-Feel]] · [[FPS-Design-Fundamentals]]
- 변형: [[Recoil-Pattern-Memorization]] · [[Weapon-Stability-Stat]]
- 응용: [[CSGO-Spray-Control]] · [[Destiny-Weapon-Stats]]
- Adjacent: [[Camera-Shake-Patterns]] · [[Haptic-Feedback-Design]]
## 🤖 LLM 활용
**언제**: 매 weapon stat tuning 시 LLM에게 매 reference weapon (AK-47, M4A1, MP5) 의 매 standard recoil parameters 요청 — 매 starting baseline 제공.
@@ -138,8 +138,7 @@ function maybePush(p: PlayerProfile, now: number): PushPayload | null {
## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[Live Service]]
- 변형: [[Battle Pass]] · [[Season Pass]]
- 응용: [[Royal Match]] · [[Genshin Impact]] · [[Fortnite]]
- 응용: [[Genshin Impact]] · [[Fortnite]]
- Adjacent: [[Dynamic Offers]] · [[Player Retention]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
+3 -4
View File
@@ -156,10 +156,9 @@ function applyExtraTube(tubes: Tube[]): Tube[] {
**기본값**: 매 2026 hybridcasual — pure mechanic + light meta + weekly events.
## 🔗 Graph
- 부모: [[Casual Puzzle]] · [[Hypercasual]] · [[Hybridcasual]]
- 변형: [[Water Sort Puzzle]] · [[Ball Sort]] · [[Nut Sort]]
- 응용: [[Live Operations (LiveOps)]] · [[Battle Pass]]
- Adjacent: [[Capybara GO!]] · [[Royal Match]] · [[CPI (Cost Per Install)]]
- 부모: [[Hybridcasual]]
- 응용: [[Live Operations (LiveOps)]]
- Adjacent: [[Capybara GO!]] · [[CPI (Cost Per Install)]]
## 🤖 LLM 활용
**언제**: Level theme brainstorming, tutorial copy, retention email variants.
+1 -4
View File
@@ -109,10 +109,7 @@ function canEnterCircle(form: ConsentForm): boolean {
**기본값**: Explicit entry+exit ritual + 매 safe-word — 매 ethics-first design.
## 🔗 Graph
- 부모: [[Game Theory]] · [[Huizinga Homo Ludens]]
- 변형: [[Lusory Attitude]] · [[TINAG (This Is Not A Game)]]
- 응용: [[LARP]] · [[Among Us]] · [[Alternate Reality Game]]
- Adjacent: [[Procedural Rhetoric (In Gaming)]] · [[Player-Experience-Modeling]] · [[Gamification-Theory]]
- Adjacent: [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]] · [[Player-Experience-Modeling]] · [[Gamification-Theory]]
## 🤖 LLM 활용
**언제**: game-design philosophy, LARP boundary modeling, ARG narrative design.
@@ -116,9 +116,7 @@ WHERE test_window = '2026-Q2';
**기본값**: 매 2026 candidate 매 Solve 의 expect — process telemetry 매 outcome 의 못지않게 weighted.
## 🔗 Graph
- 부모: [[Assessment Design]] · [[Game-Based Hiring]]
- 변형: [[Imbellus]] · [[Pymetrics]] · [[HireVue Assessments]]
- 응용: [[Recruitment Funnel]] · [[Cognitive Assessment]]
- 변형: [[Imbellus]]
- Adjacent: [[Algorithmic Rhetoric]] · [[Data-Driven Personalization]]
## 🤖 LLM 활용
@@ -120,10 +120,6 @@ async function generateMaterial(prompt: string) {
**기본값**: 매 stylized-PBR hybrid — 매 widest device compatibility + 매 brand flexibility.
## 🔗 Graph
- 부모: [[Metaverse-Platforms]] · [[Game-Aesthetics]]
- 변형: [[Avatar-Design]] · [[Stylized-Rendering]]
- 응용: [[Fortnite-Visual-Language]] · [[Roblox-UGC-Economy]]
- Adjacent: [[NPR-Rendering]] · [[Real-Time-PBR]]
## 🤖 LLM 활용
**언제**: 매 LLM (multimodal — Claude Opus 4.7, GPT-5)에게 매 reference image 보여주며 매 aesthetic taxonomy ('이 platform은 어느 axis에 속하나') 분석.
@@ -2,77 +2,26 @@
id: wiki-2026-0508-power-creep
title: Power Creep
category: 10_Wiki/Topics
status: verified
canonical_id: self
status: duplicate
canonical_id: wiki-2026-0508-power-creep-content-treadmills
duplicate_of: "[[Power Creep (Content Treadmills)]]"
aliases: []
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
raw_sources: []
last_reinforced: 2026-05-08
confidence_score: 0.9
verification_status: redirected
tags: [duplicate]
last_reinforced: 2026-05-20
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# Power Creep
# Redirect
> **이 문서는 [[Power Creep (Content Treadmills)]] 의 중복본입니다.** Canonical 문서로 redirect.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 📌 한 줄 통찰 (The Karpathy Summary)
## 🔗 Graph
- 부모: [[Power Creep (Content Treadmills)]] (canonical)
> 파워 크리프는 라이브 게임에서 신규 자원이 항상 더 강해지는 인플레이션 패턴으로, 매출과 밸런스의 트레이드오프를 만드는 핵심 변수다.
## 📖 구조화된 지식 (Synthesized Content)
**추출된 패턴:** 라이브 서비스 게임의 진행 곡선은 "성능 인플레이션 + 회수 시스템"의 두 핸들로 조율된다.
**세부 내용:**
- 상위 등급 도입(R→SR→SSR→UR) 패턴.
- 능력치 캡 상향 vs 새 메커니즘 추가의 선택.
- 회수: 인플레 통화 흡수 → 코어 자원 보존.
- 신규 진입 패키지 / 점프 패스로 신규 유저 보호.
- 성능 천장이 분명하면 "수집 가치"로 전환 가능.
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
**언제 이 지식을 쓰는가:**
- *(TODO)*
**언제 쓰면 안 되는가:**
- *(TODO)*
## 🧪 검증 상태 (Validation)
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
## 🧬 중복 검사 (Duplicate Check)
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
## 🔗 지식 연결 (Graph)
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
## 🕓 변경 이력 (Changelog)
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 🕓 변경 이력
| 날짜 | 변경 |
|---|---|
| 2026-05-20 | 중복 병합 — canonical 문서로 redirect |
@@ -152,9 +152,7 @@ class Commitment {
**기본값**: MAD model 의 baseline + flexible response 의 layered nuance.
## 🔗 Graph
- 부모: [[Game Theory]] · [[Strategic Studies]]
- 변형: [[MAD]] · [[Massive Retaliation]] · [[Flexible Response]]
- 응용: [[Civilization Nuclear Units]] · [[Hearts of Iron Doctrine]] · [[War Game Simulations]]
- 변형: [[MAD]]
- Adjacent: [[Algorithmic Rhetoric]] · [[Alliance (동맹)]] · [[4X 시스템 (4X System)]]
## 🤖 LLM 활용
@@ -148,9 +148,9 @@ float3 ApplyOkamiLUT(float3 color) {
## 🔗 Graph
- 부모: [[Procedural-Level-Geometry]] · [[Metaverse Aesthetics]]
- 변형: [[Algorithmic Rhetoric]] · [[Procedural Rhetoric (In Gaming)]]
- 변형: [[Algorithmic Rhetoric]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
- 응용: [[Beat Saber]] · [[Edge Bleeding]]
- Adjacent: [[Real-Time Translation]] · [[InstancedMesh 동적 버퍼 확장]] · [[Early-Z]]
- Adjacent: [[Real-Time Translation]] · [[InstancedMesh 동적 버퍼 확장]] · [[Depth Pre-Pass|Early-Z]]
## 🤖 LLM 활용
**언제**: 매 NPR shader design, 매 sumi-e/ink-wash style 의 매 implementation, 매 outline-detection algorithms.
@@ -163,7 +163,7 @@ class WorkLog {
**기본값**: 매 document-validation engine + 매 daily-rule expansion + 매 family-resource constraint + 매 multi-ending branching — 매 Papers Please canonical pattern.
## 🔗 Graph
- 부모: [[Procedural Rhetoric (In Gaming)]] · [[Algorithmic Rhetoric]]
- 부모: [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]] · [[Algorithmic Rhetoric]]
- 변형: [[Papers-Please]] · [[Poverty-Simulation]]
- 응용: [[Player-Experience-Modeling]] · [[Magic-Circle]]
- Adjacent: [[Immersive-Sim-Genre]] · [[Immersive-Sims-Deus-Ex-Dishonored]] · [[BioShock-Critique]]
@@ -152,10 +152,6 @@ end
**기본값**: 매 mechanic-theme alignment 의 first principle — 매 player가 매 verb 행할 때 매 theme를 felt 해야.
## 🔗 Graph
- 부모: [[Narrative-Design]] · [[Indie-Game-Design]]
- 변형: [[Beholder]] · [[Not-For-Broadcast]] · [[Westport-Independent]]
- 응용: [[Mechanic-Theme-Alignment]] · [[Ethical-Game-Design]]
- Adjacent: [[Lucas-Pope-Return-of-Obra-Dinn]] · [[Bureaucracy-Simulation]]
## 🤖 LLM 활용
**언제**: 매 narrative-mechanic alignment brainstorm — LLM에게 "매 game theme이 매 X일 때 매 player verb는 매 무엇이어야 theme을 reinforce하나" 질문.
+1 -3
View File
@@ -168,10 +168,8 @@ float ccdSphereSphere(Vec3 pa, Vec3 va, float ra, Vec3 pb, Vec3 vb, float rb, fl
**기본값**: 매 semi-implicit Euler + sequential impulses + AABB broadphase + GJK narrowphase.
## 🔗 Graph
- 부모: [[Simulation Architecture]] · [[Numerical Methods]]
- 변형: [[Rigid Body Dynamics]] · [[Soft Body]] · [[XPBD]] · [[Verlet Integration]]
- 응용: [[Fixed Time Step vs Variable Time Step]] · [[Beat Saber]] · [[가상현실(VR) 자전거 시뮬레이터]]
- Adjacent: [[Continuous Collision Detection]] · [[GJK]] · [[BVH]]
- Adjacent: [[BVH]]
## 🤖 LLM 활용
**언제**: Solver boilerplate, integrator selection, debugging stuck constraint diagnosis.
@@ -138,10 +138,6 @@ ph.capture({
**기본값**: 매 launch from day-1 with 매 minimum 3 storefront + 매 own website (key reseller). 매 single-platform = 매 existential risk.
## 🔗 Graph
- 부모: [[Indie-Business-Strategy]] · [[Platform-Economics]]
- 변형: [[Direct-Sales-Model]] · [[Subscription-Service-Strategy]]
- 응용: [[No-Mans-Sky-Recovery]] · [[BG3-Distribution-Strategy]]
- Adjacent: [[Epic-Apple-Lawsuit]] · [[EU-DMA-Compliance]]
## 🤖 LLM 활용
**언제**: 매 launch plan 작성 시 LLM에게 매 multi-storefront launch checklist + 매 each platform spec / TOS 비교 요청.
@@ -129,7 +129,6 @@ public List<PlatformDef> SuggestCounters(List<Role> enemyComposition) {
**기본값**: 매 의 의 의 의 의 의 의 의 의 의 의 의 의 의 의 의 의 6 specialist roles + 의 의 의 의 의 의 hard-counter 의 의 의 의 의 의 3-5x multiplier + 의 의 의 의 의 의 의 의 의 generalist 의 의 의 의 X.
## 🔗 Graph
- 부모: [[Combat-Balance]] · [[Game Design Theory]]
- 변형: [[Anti-Air-and-Anti-Ground-Combat]] · [[Damage-Resistance-Platforms]] · [[Support-Platforms]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Evolution-of-the-War-Commander-Combat-Ecosystem]] · [[Structural-Dynamics-of-Combat-Ecosystem]]
- Adjacent: [[Platform-Resistance-and-Defensive-Specialization]] · [[Assault-Platoons]] · [[Defense-Buildings]]
@@ -187,7 +187,7 @@ def fused_inference(behavioral_feats, gsr_signal):
**기본값**: 매 telemetry-feature pipeline + 매 GBDT classifier + 매 GEQ post-session survey — 매 industry-grade PXM stack.
## 🔗 Graph
- 부모: [[Gamification-Theory]] · [[Procedural Rhetoric (In Gaming)]]
- 부모: [[Gamification-Theory]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
- 변형: [[Algorithmic Rhetoric]] · [[Data-Driven Personalization]]
- 응용: [[Roguelike Procedural Generation]] · [[Live Operations (LiveOps)]]
- Adjacent: [[McKinsey Problem Solving Test (PST)]] · [[Magic-Circle]] · [[사용자 참여도(Player Engagement)]]
@@ -142,10 +142,6 @@ def calculate_rest_quality(safety: float, comfort: float, duration_hours: float)
**기본값**: 매 multi-resource + 매 cognitive load + 매 moral compromise tracker. 매 single-resource scarcity는 매 too gamey.
## 🔗 Graph
- 부모: [[Serious-Games]] · [[Resource-Management-Design]]
- 변형: [[This-War-of-Mine]] · [[Cart-Life]] · [[Pathologic-2]]
- 응용: [[Empathy-Game-Design]] · [[Game-as-Activism]]
- Adjacent: [[Mullainathan-Scarcity-Theory]] · [[Survival-Game-Design]]
## 🤖 LLM 활용
**언제**: 매 scenario writing — LLM에게 매 specific real-world poverty case study (eviction, medical bankruptcy) 기반 매 game scenario draft 요청.
@@ -145,10 +145,7 @@ def fetch_balance():
**기본값**: 매 sideways or seasonal reset. 매 pure vertical infinite creep은 매 5년 안에 매 game collapse.
## 🔗 Graph
- 부모: [[Live-Service-Game-Design]] · [[Game-Balancing]]
- 변형: [[Sideways-Creep]] · [[Seasonal-Reset]] · [[Soft-Level-Cap]]
- 응용: [[Genshin-Sideways-Strategy]] · [[Diablo-Seasons]]
- Adjacent: [[Gacha-Monetization]] · [[FOMO-Design]]
- 부모: [[Game-Balancing]]
## 🤖 LLM 활용
**언제**: 매 LLM에게 매 historical patch power score 분석 + 매 power band drift 시각화 요청.
@@ -148,10 +148,6 @@ class HiddenEndgame:
**기본값**: 매 iterated PD with reputation + 매 hidden endgame. 매 one-shot은 매 always defect dominant.
## 🔗 Graph
- 부모: [[Game-Theory]] · [[Multiplayer-Design]]
- 변형: [[Iterated-PD]] · [[Public-Goods-Game]] · [[Stag-Hunt]]
- 응용: [[The-Resistance-Design]] · [[EVE-Online-Trust]]
- Adjacent: [[Axelrod-Tournaments]] · [[Multi-Agent-RL]]
## 🤖 LLM 활용
**언제**: 매 LLM 두 instance를 매 IPD opponent로 simulate — 매 emergent strategy 분석.
@@ -2,154 +2,26 @@
id: wiki-2026-0508-procedural-rhetoric-in-gaming
title: Procedural Rhetoric (In Gaming)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Procedural Rhetoric, Persuasive Games, Ian Bogost Rhetoric]
duplicate_of: none
status: duplicate
canonical_id: wiki-2026-0508-procedural-rhetoric
duplicate_of: "[[Procedural Rhetoric]]"
aliases: []
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, rhetoric, bogost, persuasive-games]
raw_sources: []
last_reinforced: 2026-05-10
verification_status: redirected
tags: [duplicate]
last_reinforced: 2026-05-20
github_commit: pending
tech_stack:
language: typescript
framework: phaser
---
# Procedural Rhetoric (In Gaming)
## 매 한 줄
> **"매 game 의 매 rule-system 의 매 argument 의 매 making"**. 매 2007 Ian Bogost 'Persuasive Games' coinage — 매 visual rhetoric ≠ verbal rhetoric ≠ procedural rhetoric 의 매 third pillar. 매 'McDonald's Videogame' / 'September 12th' / 'Papers Please' 의 매 contemporary canon.
## 매 핵심
### 매 정의
- 매 'making argument with processes' — 매 rule 자체 의 매 persuasion.
- 매 player choice + system response 의 loop 의 매 argument vehicle.
### 매 rhetorical trope
- **Constraint as argument**: 매 forced-shortage 의 매 scarcity argument (Papers Please).
- **Reward as argument**: 매 system rewards X → X 의 endorsement.
- **Failure as argument**: 매 unwinnable design 의 매 critique (September 12th).
### 매 응용
1. Papers Please (bureaucracy critique).
2. McDonald's Videogame (corporate-supply-chain critique).
3. Phone Story (electronics-labor critique).
4. Bury Me, My Love (refugee-experience).
## 💻 패턴
### Rule-as-argument scaffold (Phaser-like)
```typescript
interface RuleArgument {
premise: string; // 매 designer's claim
procedure: () => void; // 매 player-experienced procedure
expectedRealization: string;
}
const SCARCITY_ARG: RuleArgument = {
premise: 'Bureaucratic systems force impossible trade-offs.',
procedure: () => {
timer.start(60); // 매 1 minute / applicant
if (papersIncomplete) penalty();
if (familyExpense > paycheck) familyDies();
},
expectedRealization: 'Player feels the impossibility viscerally.',
};
```
### Choice-architecture as argument
```typescript
interface MoralChoice {
option: string;
shortTermCost: number;
longTermCost: number;
systemicEndorsement: number; // 매 game's reward signal
}
function endorses(choices: MoralChoice[], target: string): boolean {
const t = choices.find(c => c.option === target);
if (!t) return false;
// 매 system endorsement 의 매 high → procedural argument: 'do this'
return t.systemicEndorsement > 0.7;
}
```
### Unwinnable / Sisyphean loop
```typescript
// September 12th 의 매 'kill terrorists → create more terrorists' loop
function bombStrike(area: Cell[]): Cell[] {
return area.map(c => {
if (c.kind === 'terrorist') c.kind = 'civilian-corpse';
if (c.kind === 'civilian') c.kind = 'terrorist'; // 매 radicalization
return c;
});
}
```
### Resource-flow critique (McDonald's Videogame)
```typescript
interface SupplyChain {
rainforest: number;
cattlePastures: number;
feedlots: number;
restaurants: number;
}
function tickPolicy(c: SupplyChain, policy: 'sustainable' | 'aggressive'): SupplyChain {
if (policy === 'aggressive') {
c.rainforest -= 5;
c.cattlePastures += 5;
// 매 short-term profit + 매 long-term collapse 의 procedural argument
}
return c;
}
```
### Affective failure (forced empathy)
```typescript
function denyApplicant(applicant: Applicant): void {
if (applicant.story.includes('family-reunion')) {
queueGuiltMonologue(); // 매 narrative-level reinforce
decreaseMorale(0.1); // 매 system-level reinforce
}
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Persuasive serious game | Rule-as-argument primary, narrative secondary |
| Critique of system | Unwinnable loop or escalating cost |
| Empathy-building | Affective failure + 매 named characters |
| Entertainment first | 매 light procedural rhetoric — 매 heavy 의 X |
**기본값**: 매 rule-system 의 매 first carrier of meaning, dialogue 의 매 ornament.
> **이 문서는 [[Procedural Rhetoric]] 의 중복본입니다.** Canonical 문서로 redirect.
## 🔗 Graph
- 부모: [[Bogost Persuasive Games]] · [[Algorithmic Rhetoric]]
- 변형: [[Affective Game Design]] · [[Dys4ia Game]]
- 응용: [[Papers-Please]] · [[McDonald's Videogame]] · [[September 12th]]
- Adjacent: [[Magic-Circle]] · [[Immersive-Sim-Genre]] · [[Poverty-Simulation]]
- 부모: [[Procedural Rhetoric]] (canonical)
## 🤖 LLM 활용
**언제**: serious-game design, rule-argument analysis, persuasive system construction.
**언제 X**: 매 traditional narrative-only critique (literary lens).
## ❌ 안티패턴
- **Heavy-handed didactics**: 매 'message' 의 매 unsubtle delivery — 매 player rejection.
- **Mechanic-narrative dissonance**: 매 system endorses X 의 매 narrative condemns X.
- **Empty PBL**: 매 procedural shell 의 매 message X — 매 gamification slop.
## 🧪 검증 / 중복
- Verified (Bogost 'Persuasive Games' 2007 MIT Press, Frasca 'Simulation vs Narrative' 2003).
- 신뢰도 A.
## 🕓 Changelog
## 🕓 변경 이력
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Bogost procedural rhetoric + serious-game patterns |
| 2026-05-20 | 중복 병합 — canonical 문서로 redirect |
@@ -145,8 +145,7 @@ Iterations: 4
## 🔗 Graph
- 부모: [[Level_Design]] · [[Procedural_Content_Generation]]
- 변형: [[Wave_Function_Collapse]] · [[BSP_Generation]] · [[Cellular_Automata]]
- 응용: [[Roguelike_Genre]] · [[Open_World_Terrain]]
- 변형: [[Cellular_Automata]]
- Adjacent: [[Base-Layouts-and-Kill-Zones]] · [[Immersive-Sims-Deus-Ex-Thief]]
## 🤖 LLM 활용
@@ -151,10 +151,8 @@ public Offer SelectOffer(Player p) {
**기본값**: 매 hybrid-casual 의 launching team 의 P&S template 의 study + 매 own-IP 의 skin (zombie 의 X — fantasy/sci-fi/historical 의 reskin).
## 🔗 Graph
- 부모: [[Hybrid Casual Game]] · [[Mobile Game Monetization]]
- 변형: [[Whiteout Survival]] · [[Last War]] · [[Doomsday Last Survivors]]
- 응용: [[Gacha Mechanics Analysis]] · [[Live Service]] · [[Live Operations (LiveOps)]]
- Adjacent: [[37Games]] · [[Match-3 Puzzle Design]] · [[4X 시스템 (4X System)]]
- Adjacent: [[4X 시스템 (4X System)]]
## 🤖 LLM 활용
**언제**: hybrid-casual archetype 의 분석, monetization-funnel 의 reverse-engineering, P&S-clone 의 design 의 reference 매.
@@ -167,10 +167,6 @@ async def filter_toxicity(translated: str) -> str:
**기본값**: 매 dictionary-first + 매 LLM (Haiku) fallback + 매 prompt cache. 매 매 game-specific glossary가 매 quality 의 50% 결정.
## 🔗 Graph
- 부모: [[Game-Localization]] · [[Multiplayer-Chat-Systems]]
- 변형: [[Voice-Cloning-Translation]] · [[Streaming-Translation]]
- 응용: [[FFXIV-Auto-Translator]] · [[Helldivers-2-Voice-Chat]]
- Adjacent: [[Whisper-STT]] · [[ElevenLabs-Turbo]] · [[Prompt-Caching]]
## 🤖 LLM 활용
**언제**: 매 game chat translation의 매 core. 매 Claude Haiku 4.7 / GPT-5 nano + 매 prompt cache (system glossary)로 매 ~$0.001/message.
@@ -165,9 +165,7 @@ fn run_dungeon(seed: u64, depth: i32) -> Dungeon {
## 🔗 Graph
- 부모: [[Game Design]] · [[Procedural Content Generation]]
- 변형: [[Wave Function Collapse]] · [[Cellular Automata]] · [[BSP Generation]]
- 응용: [[Hades II]] · [[Caves of Qud]] · [[Spelunky 2]]
- Adjacent: [[Random Number Generation]] · [[Pathfinding]] · [[Constraint Solving]]
- 변형: [[Cellular Automata]]
## 🤖 LLM 활용
**언제**: rule design 의 brainstorming, balance tuning suggestions, narrative generation (item descriptions).
@@ -140,7 +140,7 @@ function logCloneEvent(event: 'spawn'|'defeat', clone: SarkisClone, players: str
**기본값**: clone generation cap 12, +15% stat scaling per gen, adaptive traits enabled.
## 🔗 Graph
- 부모: [[Procedural Rhetoric (In Gaming)]] · [[Live Operations (LiveOps)]]
- 부모: [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]] · [[Live Operations (LiveOps)]]
- 변형: [[Beresnev Studio]] · [[Stage-Director-and-World-Tension-Scaling]]
- 응용: [[Skybound_Skill_Asset_Integration]] · [[War-Commander-Combat-Ecosystem]]
- Adjacent: [[Power Creep (Content Treadmills)]] · [[Procedural-Level-Geometry]]
@@ -137,7 +137,7 @@ export function splitAssistXP(participants: {id: string; damageShare: number}[],
- 부모: [[Sector]] · [[Sector-Breach-Store]]
- 변형: [[Sector-Breach-Store]] · [[Live Operations (LiveOps)]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Live Operations (LiveOps)]]
- Adjacent: [[Player Engagement]] · [[Power Creep (Content Treadmills)]]
- Adjacent: [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: progression curve tuning, telemetry-driven balancing, daily cap simulation.
@@ -137,7 +137,7 @@ function resolveTooltip(localeStrings: Record<string, string>, locale: string):
**기본값**: lazy-load + prewarm popular skills, mandatory hash verify, ed25519 signature, fallback to default skill.
## 🔗 Graph
- 부모: [[Live Operations (LiveOps)]] · [[CI_CD Pipeline]]
- 부모: [[Live Operations (LiveOps)]] · [[CI_CD_Pipeline|CI_CD Pipeline]]
- 변형: [[Sarkis-Cloning-Technology]] · [[Beresnev Studio]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[War-Commander-Event-Operations]]
- Adjacent: [[Code Splitting Lazy Loading (코드 분할 및 지연 로딩)]] · [[Server Architecture]]
@@ -2,81 +2,26 @@
id: wiki-2026-0508-social-engineering
title: Social Engineering
category: 10_Wiki/Topics
status: draft
canonical_id: self
status: duplicate
canonical_id: wiki-2026-0508-social-engineering
duplicate_of: "[[Social Engineering]]"
aliases: []
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
raw_sources: []
last_reinforced: 2026-05-08
confidence_score: 0.9
verification_status: redirected
tags: [duplicate]
last_reinforced: 2026-05-20
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# Social Engineering
# Redirect
> **이 문서는 [[Social Engineering]] 의 중복본입니다.** Canonical 문서로 redirect.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 🔗 Graph
- 부모: [[Social Engineering]] (canonical)
> 🤖 **[AI 추론 보강 필요]** — 본문이 200자 미만이라 P-Reinforce가 빈약 stub으로 분류했습니다.
> source_trust_level=`C` (AI 보강분), confidence_score=`0.92`로 표시되어 있습니다.
> 사용자 검증 후 trust_level 상향 조정 가능.
## 📌 한 줄 통찰 (The Karpathy Summary)
> *(TODO: 한 문장으로 핵심 통찰을 작성. "X는 Y 조건에서 Z 효과를 낸다" 구조 권장.)*
## 📖 구조화된 지식 (Synthesized Content)
**추출된 패턴:**
> *(TODO)*
**세부 내용:**
- *(TODO)*
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
**언제 이 지식을 쓰는가:**
- *(TODO)*
**언제 쓰면 안 되는가:**
- *(TODO)*
## 🧪 검증 상태 (Validation)
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
## 🧬 중복 검사 (Duplicate Check)
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
## 🔗 지식 연결 (Graph)
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
## 🕓 변경 이력 (Changelog)
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 🕓 변경 이력
| 날짜 | 변경 |
|---|---|
| 2026-05-20 | 중복 병합 — canonical 문서로 redirect |
@@ -157,7 +157,7 @@ export function selectMusicLayer(phase: DirectorPhase): string {
- 부모: [[Player-Experience-Modeling]] · [[Gamification-Theory]]
- 변형: [[State-Machine-and-Phase-Transition-Events]] · [[Live Operations (LiveOps)]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Roguelike Procedural Generation]]
- Adjacent: [[Procedural-Level-Geometry]] · [[Procedural Rhetoric (In Gaming)]]
- Adjacent: [[Procedural-Level-Geometry]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
## 🤖 LLM 활용
**언제**: encounter copy generation, off-line analysis 의 director log 의 narrative summary.
@@ -173,7 +173,7 @@ export function logTransition(from: string, to: string, event: string) {
**기본값**: XState v5 for non-trivial; enum FSM for simple.
## 🔗 Graph
- 부모: [[Fixed Time Step vs Variable Time Step]] · [[Procedural Rhetoric (In Gaming)]]
- 부모: [[Fixed Time Step vs Variable Time Step]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
- 변형: [[Stage-Director-and-World-Tension-Scaling]] · [[Staggered-Firing-Logic-and-Phase-Offset]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Sector]]
- Adjacent: [[Player-Experience-Modeling]] · [[Roguelike Procedural Generation]]
+1 -1
View File
@@ -167,7 +167,7 @@ function tickAuras(world: World) {
- 부모: [[State-Machine-and-Phase-Transition-Events]] · [[Stage-Director-and-World-Tension-Scaling]]
- 변형: [[Staggered-Firing-Logic-and-Phase-Offset]] · [[Combat_Balance_Buff]]
- 응용: [[Damage-Resistance-Platforms]] · [[Anti-Air-and-Anti-Ground-Combat]]
- Adjacent: [[Player-Experience-Modeling]] · [[Procedural Rhetoric (In Gaming)]]
- Adjacent: [[Player-Experience-Modeling]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
## 🤖 LLM 활용
**언제**: status system schema review, stack rule design, CC DR system 검토.
@@ -164,10 +164,8 @@ async function checkSentiment(message: string, ticket: Ticket) {
**기본값**: Helpshift + Claude-powered bot deflection — 매 cost-effective 매 mobile games 의 industry standard.
## 🔗 Graph
- 부모: [[Game Design]] · [[Live Ops]] · [[Customer Experience]]
- 변형: [[In-app Support]] · [[Email Support]] · [[Community Moderation]]
- 응용: [[Helpshift]] · [[Zendesk]] · [[Intercom]] · [[Salesforce Service Cloud]]
- Adjacent: [[Refund Policy]] · [[Player Retention]] · [[CRM Integration]]
- 부모: [[Game Design]] · [[Live Ops]]
- Adjacent: [[Player Retention]]
## 🤖 LLM 활용
**언제**: 매 Tier 1 deflection (FAQ-style queries), translation, sentiment analysis, response drafting for human agents.
@@ -169,10 +169,8 @@ public class DailyChallenge {
**기본값**: 7-slot tray + 50 handcrafted levels + booster IAP — 매 proven Rollic formula.
## 🔗 Graph
- 부모: [[Game Design]] · [[Mobile Casual Games]] · [[Match-3 Genre]]
- 변형: [[Match Factory!]] · [[Tile Busters]] · [[Match Triple 3D]]
- 응용: [[Hyper-casual to Casual Bridge]]
- Adjacent: [[Booster Economy]] · [[LiveOps Calendar]] · [[Unity Physics]]
- 부모: [[Game Design]]
- 변형: [[Match Triple 3D]]
## 🤖 LLM 활용
**언제**: 매 level layout brainstorming, theme generation, daily challenge variation.
@@ -146,9 +146,7 @@ def assign_test_geo(app_id: str) -> str:
**기본값**: 매 ruthless ROAS gating + 매 weekly LiveOps cadence.
## 🔗 Graph
- 부모: [[Hyper-Casual Games]] · [[Mobile Publishing]]
- 변형: [[Voodoo]] · [[AppLovin]] · [[Playrix]]
- 응용: [[Block Blast!]] · [[Sudoku.com]] · [[Triple Match 3D]]
- 응용: [[Triple Match 3D]]
- Adjacent: [[CPI (Cost Per Install)]] · [[User Acquisition (UA)]] · [[Live Operations (LiveOps)]]
## 🤖 LLM 활용
@@ -165,10 +165,9 @@ def fit_mmm(weekly_data: pd.DataFrame):
**기본값**: 매 D7 ROAS 25% gate + 매 portfolio diversification across 3+ networks.
## 🔗 Graph
- 부모: [[Performance Marketing]] · [[Mobile Marketing]]
- 변형: [[Organic Growth]] · [[ASO]]
- 부모: [[Performance Marketing]]
- 변형: [[ASO]]
- 응용: [[CPI (Cost Per Install)]] · [[Live Operations (LiveOps)]]
- Adjacent: [[LTV Prediction]] · [[SKAdNetwork]] · [[MMP Attribution]]
## 🤖 LLM 활용
**언제**: Creative copy variants, ad concept brainstorming, channel performance summary.
@@ -25,7 +25,6 @@ github_commit: pending
- 매 unique features: 매 Combat Phases (A/B/C 의 reinforcement timing) + 매 Smoke + ECM + 매 division identity.
## 🔗 Graph
- 부모: [[Wargame RTS Combat Mechanics]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
+1 -4
View File
@@ -158,10 +158,7 @@ void ResearchPhase(Faction& f) {
**기본값**: 매 PBEM grand campaign + 매 historical setup.
## 🔗 Graph
- 부모: [[Grand Strategy Games]] · [[Hex Wargames]]
- 변형: [[Hearts of Iron IV]] · [[Strategic Command WWII]] · [[Decisive Campaigns]]
- 응용: [[WARPLAN Pacific]] · [[European Theater Simulation]]
- Adjacent: [[Matrix Games]] · [[Slitherine]] · [[PBEM Multiplayer]]
- 응용: [[WARPLAN Pacific]]
## 🤖 LLM 활용
**언제**: Wargame design comparison, hex-grid + supply trace 알고리즘 의 reference.
@@ -159,8 +159,7 @@ function generateWave(tier, playerLevel) {
**기본값**: 매 weekly Operation + 매 monthly Tournament + 매 quarterly Faction Conflict.
## 🔗 Graph
- 부모: [[Live Operations (LiveOps)]] · [[Event Design]]
- 변형: [[Battle Pass]] · [[Seasonal Events]]
- 부모: [[Live Operations (LiveOps)]]
- 응용: [[War-Commander-Combat-Ecosystem]] · [[Mobile Strike]]
- Adjacent: [[KIXEYE]] · [[Power Creep (Content Treadmills)]] · [[Dynamic Offers]]
@@ -180,10 +180,9 @@ def grant_vip_daily(player):
**기본값**: 매 alliance-first play + 매 daily VIP claim + 매 selective LiveOps participation.
## 🔗 Graph
- 부모: [[4X Mobile MMO]] · [[Mid-Core Strategy]]
- 변형: [[Mobile Strike]] · [[Game of War]] · [[Lords Mobile]] · [[Last Shelter Survival]]
- 응용: [[Alliance Warfare]] · [[Kingdom vs Kingdom]]
- Adjacent: [[Gacha Mechanics Analysis]] · [[VIP System]] · [[Power Creep (Content Treadmills)]]
- 변형: [[Mobile Strike]] · [[Game of War]]
- 응용: [[Kingdom vs Kingdom]]
- Adjacent: [[Gacha Mechanics Analysis]] · [[게임_디자인_및_가상_경제_시스템|VIP System]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: 4X mobile MMO design reference, gacha + speedup + VIP layered monetization 의 case study.
@@ -25,7 +25,6 @@ github_commit: pending
- 매 모바일 게임 pricing IAP bundle 의 frequent application.
## 🔗 Graph
- 부모: [[Gabor-Granger Method]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,8 +24,7 @@ github_commit: pending
- 매 ethical risk: 매 vulnerable-population concentration 의 risk.
## 🔗 Graph
- 부모: [[Whale Players]] (canonical)
- Adjacent: [[Game Monetization Strategy]] · [[VIP Systems]] · [[Dynamic Offers]]
- Adjacent: [[Game Monetization Strategy]] · [[Dynamic Offers]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -23,7 +23,6 @@ github_commit: pending
- 매 RPDAU heavy-tail concentration 의 monetization 동력.
## 🔗 Graph
- 부모: [[Whale Players]] (canonical)
- Adjacent: [[고과금 유저 (Whales)]] · [[Game Monetization Strategy]]
## 🕓 변경 이력
@@ -24,7 +24,6 @@ github_commit: pending
- 매 ARPU 안정화 / churn 분산 / 신작 discovery 의 trade-off.
## 🔗 Graph
- 부모: [[Multigame Subscriptions]] (canonical)
- 인접: [[Live Operations (LiveOps)]] · [[Game_Monetization_Strategy]]
## 🕓 변경 이력
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Live Operations (LiveOps)]] (canonical)
- 인접: [[Game_Monetization_Strategy]] · [[Dynamic Offers]] · [[Player Engagement]]
- 인접: [[Game_Monetization_Strategy]] · [[Dynamic Offers]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Dynamic Offers]] (canonical)
- 인접: [[Data-Driven Personalization]] · [[Monetization at the Point of Friction]] · [[Whale Players]]
- 인접: [[Data-Driven Personalization]] · [[Monetization at the Point of Friction]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,8 +24,7 @@ github_commit: pending
- 매 gamification anti-pattern — 매 daily quest / login bonus 의 over-reliance 가 매 long-term engagement 을 침식.
## 🔗 Graph
- 부모: [[Overjustification Effect]] (canonical)
- 인접: [[Gamification-Theory]] · [[Player Engagement]] · [[Self-Determination Theory]]
- 인접: [[Gamification-Theory]] · [[Self-Determination Theory]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,7 +24,6 @@ github_commit: pending
- 매 LiveOps event cadence / push-notification timing / FOMO trigger 의 design lever.
## 🔗 Graph
- 부모: [[Player Engagement]] (canonical)
- 인접: [[Live Operations (LiveOps)]] · [[Gamification-Theory]] · [[Data-Driven Personalization]]
## 🕓 변경 이력
@@ -24,7 +24,6 @@ github_commit: pending
- 매 SKAdNetwork 4.0 (post-IDFA) / privacy sandbox 의 측정 제약.
## 🔗 Graph
- 부모: [[User Acquisition]] (canonical)
- 인접: [[CPI (Cost Per Install)]] · [[Game_Monetization_Strategy]] · [[Data-Driven Personalization]]
## 🕓 변경 이력
-1
View File
@@ -23,7 +23,6 @@ github_commit: pending
- 매 4X / strategy / RTS 매 spatial unit.
## 🔗 Graph
- 부모: [[Sector (Game Design)]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
-1
View File
@@ -23,7 +23,6 @@ github_commit: pending
- 매 XCOM, Fire Emblem, Total War 매 squad-level command 의 design pattern.
## 🔗 Graph
- 부모: [[Squad (Game Design)]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
+1 -1
View File
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Endowment Effect]] (canonical)
- Adjacent: [[Loss Aversion]] · [[Behavioral Economics in Games]]
- Adjacent: [[Loss Aversion]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -23,7 +23,6 @@ github_commit: pending
- 매 mobile/PC live-service 의 revenue framework.
## 🔗 Graph
- 부모: [[Monetization Strategy]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -23,7 +23,6 @@ github_commit: pending
- 매 mobile F2P retention + monetization 의 dual-purpose 메커니즘.
## 🔗 Graph
- 부모: [[Time-gating]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,7 +24,6 @@ github_commit: pending
- Dual-token model (governance + utility) 의 설계 패턴.
## 🔗 Graph
- 부모: [[Web3 and Tokenomics Modeling]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Two-Layer Monetization]] (canonical)
- Adjacent: [[Battle Pass]] · [[Hybrid Monetization]]
- Adjacent: [[Hybrid Monetization]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -23,7 +23,6 @@ github_commit: pending
- 매 ludology vs narratology 매 debate, Janet Murray, Ian Bogost, Espen Aarseth 의 framework.
## 🔗 Graph
- 부모: [[Game Criticism and Narratology]] (canonical)
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Inflation Management]] (canonical)
- Adjacent: [[Sink and Faucet]] · [[Deficit Economy]] · [[Zeroing]]
- Adjacent: [[Zeroing]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,8 +24,7 @@ github_commit: pending
- Inflation 의 opposite — deflationary spiral risk.
## 🔗 Graph
- 부모: [[Deficit Economy]] (canonical)
- Adjacent: [[Inflation Management]] · [[Sink and Faucet]]
- Adjacent: [[Inflation Management]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Loot Box]] (canonical)
- Adjacent: [[Gacha]] · [[Pity System]] · [[Gambling Regulation]]
- Adjacent: [[Gacha]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Zeroing]] (canonical)
- Adjacent: [[Inflation Management]] · [[Season Reset]] · [[Prestige System]]
- Adjacent: [[Inflation Management]]
## 🕓 변경 이력
| 날짜 | 변경 |
@@ -24,7 +24,6 @@ github_commit: pending
- Live-ops event cadence 의 case study.
## 🔗 Graph
- 부모: [[Pokemon Masters EX]] (canonical)
## 🕓 변경 이력
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@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Player-Driven Economy]] (canonical)
- Adjacent: [[Auction House]] · [[Virtual Economy]] · [[EVE Online Economy]]
- Adjacent: [[Virtual Economy]]
## 🕓 변경 이력
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@@ -25,7 +25,7 @@ github_commit: pending
## 🔗 Graph
- 부모: [[Hybrid Monetization]] (canonical)
- Adjacent: [[IAP]] · [[Rewarded Ads]] · [[Subscription Model]]
- Adjacent: [[IAP]]
## 🕓 변경 이력
| 날짜 | 변경 |