95cd8bb891
- 코드 그라운딩: 기술 주제 문서의 '적용 사례'에 실제 레포 구현 위치
(file:line)+커밋 자동 주입 (예: 문서 청킹 전략→connectai/src/retrieval/chunker.ts).
멱등 마커(CODE-GROUNDING)로 재실행 시 갱신.
- MOC: 39개 클러스터 폴더에 _MOC.md 학습지도 생성(진입점+통찰 주석).
도구: Datacollect/scripts/{code_grounding,moc_generator}.mjs
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
186 lines
4.9 KiB
Markdown
186 lines
4.9 KiB
Markdown
---
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id: moc-game_design
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title: "Game_Design — 학습 지도 (MOC)"
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category: "MOC"
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status: "active"
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type: "map-of-content"
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tags: ["MOC", "Game_Design"]
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updated_at: 2026-06-08
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---
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# 🗺️ Game_Design — 학습 지도 (MOC)
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> 이 클러스터의 **121개 문서**에 대한 진입점과 학습 순서. 자동 생성(moc_generator.mjs) — 재실행 시 갱신.
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## 📚 전체 문서 (Topics)
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> ⚠️ 문서가 많은 클러스터(121개) — 첫 글자별로 묶음. 하위 폴더로 재구성 검토 권장.
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### 0-9
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- [[4X 시스템 (4X System)]]
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### A
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- [[Albion Online (Full Loot, Player-Driven Production)]]
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- [[Algorithmic Rhetoric]]
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- [[Alliances and Sector Hegemony]]
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- [[Anti-Air and Anti-Ground Combat]]
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- [[Arc 2 Technology]]
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- [[Assault Platoons]]
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### B
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- [[Baiting and Combat Controls]]
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- [[Base Layouts and Kill Zones]]
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- [[Beresnev Studio]]
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- [[Biomechanics of Injury]]
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- [[Biomedical Engineering]]
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- [[BioShock Critique]]
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### C
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- [[Capybara GO!]]
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- [[Case Study: Skybound Red Striker Jitter Stabilization]]
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- [[Combat Balance Buff]]
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- [[CPI (Cost Per Install)]]
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### D
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- [[Damage Resistance Platforms]]
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- [[Data-Driven Personalization]]
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- [[Dead Space Series]]
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- [[Defense Buildings]]
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- [[Descendants Sector Control]]
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- [[Dynamic Offers]]
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### E
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- [[Economic Analysis]]
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- [[Elite Athletic Development]]
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- [[EVE 온라인]]
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- [[Evolution of the War Commander Combat Ecosystem]]
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### F
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- [[Final Fantasy XV - A New Empire]]
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- [[Fixed Time Step vs Variable Time Step]]
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### G
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- [[Gacha Mechanics Analysis]]
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- [[Gait Analysis Laboratory]]
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- [[Game Monetization Strategy]]
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- [[Gamification Theory]]
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### H
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- [[Hedera (HCS 및 Fauxkens)]]
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- [[Hyperinflation in Closed Loop Systems]]
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### I
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- [[Immersive Sim Genre]]
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- [[Immersive Sims — Deus Ex / Dishonored Lineage]]
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- [[Immersive Sims — Deus Ex / Thief]]
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- [[Iridium]]
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### J
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- [[Jailing]]
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### K
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- [[Kick-back System (Gun Recoil Pattern)]]
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### L
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- [[Live Operations (LiveOps)]]
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- [[Love and Deepspace]]
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### M
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- [[Magic Circle]]
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- [[Magic Sort!]]
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- [[McKinsey Problem Solving Test (PST)]]
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- [[Metaverse Aesthetics]]
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- [[Mobile Strike]]
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- [[Monetization at the Point of Friction]]
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### N
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- [[Nuclear Deterrence Models]]
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### O
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- [[Okami Ink Wash Aesthetics]]
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### P
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- [[Papers Please — Bureaucracy as Mechanic]]
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- [[Papers Please (Bureaucratic Simulation)]]
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- [[Physics]]
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- [[Platform Resistance and Defensive Specialization]]
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- [[Platform Specialization]]
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- [[Player Experience Modeling]]
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- [[Poverty Simulation in Games]]
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- [[Power Creep (Content Treadmills)]]
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- [[Prisoner's Dilemma Models in Game Design]]
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- [[Procedural Level Geometry]]
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- [[Procedural Rhetoric (In Gaming)]]
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- [[Puzzles & Survival]]
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### R
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- [[Real-Time Translation in Games]]
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- [[Revenge Cycle Dynamics]]
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- [[Roguelike Procedural Generation]]
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### S
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- [[Sarkis Cloning Technology]]
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- [[Sector]]
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- [[Sector Breach Store]]
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- [[Sector Breach XP]]
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- [[Skybound Skill Asset Integration]]
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- [[Stage Director and World Tension Scaling]]
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- [[Staggered Firing Logic and Phase Offset]]
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- [[State Machine and Phase Transition Events]]
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- [[Status Effects]]
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- [[Structural Dynamics and Tactical Evolution of the Combat Ecosystem]]
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- [[Structural Dynamics of Combat Ecosystem]]
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- [[Support Platforms]]
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### T
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- [[Thorium]]
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- [[Triple Match 3D]]
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- [[Tripledot Studios]]
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### U
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- [[User Acquisition (UA)]]
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### W
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- [[War Commander Combat Ecosystem]]
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- [[War Commander Event Operations]]
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- [[WARNO 전투 메커니즘 (Combat Mechanics)]]
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- [[WARPLAN]]
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- [[World War Rising]]
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### 가나다
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- [[가버-그레인저 방법 (Gabor-Granger Method)]]
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- [[게임 수익화 전략]]
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- [[고과금 유저 (Whales)]]
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- [[고래 유저 (Whale Players)]]
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- [[다중 게임 구독 모델 (Multigame Subscriptions)]]
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- [[라이브 서비스 (Live Service)]]
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- [[맞춤형 IAP 번들 (Customizable IAP Bundles)]]
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- [[베레스네프 (Beresnev)]]
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- [[보상의 역효과 (Overjustification Effect)]]
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- [[봉건적 권력 피라미드 (Feudal Power Pyramid)]]
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- [[부분 유료화 메타게임 (Free-to-Play Metagame)]]
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- [[사용자 참여도 (Player Engagement)]]
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- [[사용자 확보 (User Acquisition)]]
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- [[섹터]]
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- [[소대]]
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- [[소유 효과]]
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- [[수익화 전략]]
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- [[시간 제한 메커니즘 (Time-gating)]]
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- [[시간 제한 활성화 (Time-limited Activation)]]
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- [[웹3 및 토크노믹스 모델링(Web3 and Tokenomics Modeling)]]
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- [[이중 계층 과금 모델 (Two-layer Monetization)]]
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- [[이중 VIP 시스템 (Dual-layer VIP)]]
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- [[인문학적 게임 비평 및 서사학]]
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- [[인플레이션 관리]]
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- [[적자 경제 (Deficit economy)]]
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- [[전리품 상자(Loot Box)]]
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- [[제로잉 (Zeroing)]]
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- [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
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- [[프리미엄 통화(Premium Currency)]]
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- [[플레이어 기반 경제]]
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- [[플레이어 잔존율(Player Retention)]]
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- [[하이브리드 수익화]]
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- [[하이브리드 캐주얼 게임]]
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- [[후발 주자 불이익(Latecomer Disadvantage)]]
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_121 docs · 자동 생성 2026-06-08_ |