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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>
4.2 KiB
4.2 KiB
id, title, category, status, verification_status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, created_at, updated_at, review_reason, merge_history, tags, raw_sources, applied_in, github_commit
| id | title | category | status | verification_status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | created_at | updated_at | review_reason | merge_history | tags | raw_sources | applied_in | github_commit | ||||
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| game-design-index | Game Design Index | Index | draft | conceptual |
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B | 0.90 | 2026-07-11 | 2026-07-11 | 고아 문서 연결용 자동 생성 MOC — 폴더 구성 변경 시 재생성 필요 |
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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