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2nd/10_Wiki/Topics/Game_Design/_MOC.md
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koriweb 95cd8bb891 feat(wiki): 코드 그라운딩 23문서 + MOC 학습지도 39개
- 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>
2026-06-08 18:56:11 +09:00

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---
id: moc-game_design
title: "Game_Design — 학습 지도 (MOC)"
category: "MOC"
status: "active"
type: "map-of-content"
tags: ["MOC", "Game_Design"]
updated_at: 2026-06-08
---
# 🗺️ Game_Design — 학습 지도 (MOC)
> 이 클러스터의 **121개 문서**에 대한 진입점과 학습 순서. 자동 생성(moc_generator.mjs) — 재실행 시 갱신.
## 📚 전체 문서 (Topics)
> ⚠️ 문서가 많은 클러스터(121개) — 첫 글자별로 묶음. 하위 폴더로 재구성 검토 권장.
### 0-9
- [[4X 시스템 (4X System)]]
### A
- [[Albion Online (Full Loot, Player-Driven Production)]]
- [[Algorithmic Rhetoric]]
- [[Alliances and Sector Hegemony]]
- [[Anti-Air and Anti-Ground Combat]]
- [[Arc 2 Technology]]
- [[Assault Platoons]]
### B
- [[Baiting and Combat Controls]]
- [[Base Layouts and Kill Zones]]
- [[Beresnev Studio]]
- [[Biomechanics of Injury]]
- [[Biomedical Engineering]]
- [[BioShock Critique]]
### C
- [[Capybara GO!]]
- [[Case Study: Skybound Red Striker Jitter Stabilization]]
- [[Combat Balance Buff]]
- [[CPI (Cost Per Install)]]
### D
- [[Damage Resistance Platforms]]
- [[Data-Driven Personalization]]
- [[Dead Space Series]]
- [[Defense Buildings]]
- [[Descendants Sector Control]]
- [[Dynamic Offers]]
### E
- [[Economic Analysis]]
- [[Elite Athletic Development]]
- [[EVE 온라인]]
- [[Evolution of the War Commander Combat Ecosystem]]
### F
- [[Final Fantasy XV - A New Empire]]
- [[Fixed Time Step vs Variable Time Step]]
### G
- [[Gacha Mechanics Analysis]]
- [[Gait Analysis Laboratory]]
- [[Game Monetization Strategy]]
- [[Gamification Theory]]
### H
- [[Hedera (HCS 및 Fauxkens)]]
- [[Hyperinflation in Closed Loop Systems]]
### I
- [[Immersive Sim Genre]]
- [[Immersive Sims — Deus Ex / Dishonored Lineage]]
- [[Immersive Sims — Deus Ex / Thief]]
- [[Iridium]]
### J
- [[Jailing]]
### K
- [[Kick-back System (Gun Recoil Pattern)]]
### L
- [[Live Operations (LiveOps)]]
- [[Love and Deepspace]]
### M
- [[Magic Circle]]
- [[Magic Sort!]]
- [[McKinsey Problem Solving Test (PST)]]
- [[Metaverse Aesthetics]]
- [[Mobile Strike]]
- [[Monetization at the Point of Friction]]
### N
- [[Nuclear Deterrence Models]]
### O
- [[Okami Ink Wash Aesthetics]]
### P
- [[Papers Please — Bureaucracy as Mechanic]]
- [[Papers Please (Bureaucratic Simulation)]]
- [[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]]
- [[Procedural Rhetoric (In Gaming)]]
- [[Puzzles & Survival]]
### R
- [[Real-Time Translation in Games]]
- [[Revenge Cycle Dynamics]]
- [[Roguelike Procedural Generation]]
### S
- [[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]]
### T
- [[Thorium]]
- [[Triple Match 3D]]
- [[Tripledot Studios]]
### U
- [[User Acquisition (UA)]]
### W
- [[War Commander Combat Ecosystem]]
- [[War Commander Event Operations]]
- [[WARNO 전투 메커니즘 (Combat Mechanics)]]
- [[WARPLAN]]
- [[World War Rising]]
### 가나다
- [[가버-그레인저 방법 (Gabor-Granger Method)]]
- [[게임 수익화 전략]]
- [[고과금 유저 (Whales)]]
- [[고래 유저 (Whale Players)]]
- [[다중 게임 구독 모델 (Multigame Subscriptions)]]
- [[라이브 서비스 (Live Service)]]
- [[맞춤형 IAP 번들 (Customizable IAP Bundles)]]
- [[베레스네프 (Beresnev)]]
- [[보상의 역효과 (Overjustification Effect)]]
- [[봉건적 권력 피라미드 (Feudal Power Pyramid)]]
- [[부분 유료화 메타게임 (Free-to-Play Metagame)]]
- [[사용자 참여도 (Player Engagement)]]
- [[사용자 확보 (User Acquisition)]]
- [[섹터]]
- [[소대]]
- [[소유 효과]]
- [[수익화 전략]]
- [[시간 제한 메커니즘 (Time-gating)]]
- [[시간 제한 활성화 (Time-limited Activation)]]
- [[웹3 및 토크노믹스 모델링(Web3 and Tokenomics Modeling)]]
- [[이중 계층 과금 모델 (Two-layer Monetization)]]
- [[이중 VIP 시스템 (Dual-layer VIP)]]
- [[인문학적 게임 비평 및 서사학]]
- [[인플레이션 관리]]
- [[적자 경제 (Deficit economy)]]
- [[전리품 상자(Loot Box)]]
- [[제로잉 (Zeroing)]]
- [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- [[프리미엄 통화(Premium Currency)]]
- [[플레이어 기반 경제]]
- [[플레이어 잔존율(Player Retention)]]
- [[하이브리드 수익화]]
- [[하이브리드 캐주얼 게임]]
- [[후발 주자 불이익(Latecomer Disadvantage)]]
_121 docs · 자동 생성 2026-06-08_