Visual Sitemap

Visual Sitemap

A bird's-eye view of how the 19 sections, navigation aids, and 1,262 reports connect.

High-level structure

graph TD
    R[index.html<br/>Introduction]
    F[FAQ.html<br/>Where do I find X?]
    S[SUMMARY.html<br/>Full Table of Contents]
    G[GLOSSARY.html<br/>30+ key terms]
    SM[Sitemap<br/>this page]

    R --> F
    R --> S
    R --> G

    F --> NAV[navigation/]
    NAV --> T[topics/<br/>Cross-cutting dossiers]
    NAV --> TG[tags/<br/>Tag pages]
    NAV --> P[paths/<br/>Reading tours]
    NAV --> IDX[INDEX.html<br/>A-Z]

    S --> P1[Part 1-10<br/>Core books<br/>1010 reports]
    S --> P2[Part 11-16<br/>Expansion books<br/>192 reports]
    S --> P3[Part 17<br/>Speculation<br/>16 reports]
    S --> P4[Part 18<br/>Source-code leaks<br/>24 reports]
    S --> P5[Part 19<br/>Market & business<br/>28 reports]

Thematic relationships between sections

graph LR
    CORE[01 Core] --> CHAR[05 Characters]
    CORE --> LOC[06 Locations]
    CORE --> GAME[07 Gameplay]

    CHAR --> MISS[14 Missions]
    LOC --> MISS

    GAME --> VEH[11 Vehicles]
    GAME --> WEP[12 Weapons]
    GAME --> ONLINE[08 Online]

    LOC --> RADIO[13 Radio & Music]

    DEV[02 Development] --> TECH[04 Technical]
    DEV --> LEAK[18 Source-Code Leaks]
    DEV --> MKT[03 Marketing]

    MKT --> RECEP[09 Reception]
    LEAK --> BIZ[19 Market & Business]
    RECEP --> BIZ

    GAME --> INGAME[15 In-Game Economy]
    INGAME -. distinct from .-> BIZ

    CORE --> LEGACY[16 Legacy & Series]
    LEGACY --> MISC[10 Miscellaneous]

    MISC --> SPEC[17 Speculation]
    CORE --> SPEC

Cross-reference matrix

This matrix shows where reports from one section commonly reference reports in another. Read it as: "if you're reading section ROW, you may want to follow up in section COLUMN".

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
01 Core - โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ— โ—
02 Development โ— - โ— โ— โ— โ— โ— โ—
03 Marketing โ— โ— - โ— โ— โ— โ— โ— โ— โ—
04 Technical โ— โ— - โ— โ— โ— โ— โ—
05 Characters โ— โ— - โ— โ— โ— โ— โ— โ— โ— โ— โ—
06 Locations โ— โ— โ— - โ— โ— โ— โ— โ— โ— โ—
07 Gameplay โ— โ— โ— โ— - โ— โ— โ— โ— โ—
08 Online โ— โ— โ— - โ— โ— โ— โ— โ— โ— โ—
09 Reception โ— โ— โ— โ— - โ— โ— โ— โ— โ—
10 Misc โ— โ— โ— - โ— โ— โ—
11 Vehicles โ— โ— โ— โ— โ— โ— - โ—
12 Weapons โ— โ— โ— โ— โ— - โ—
13 Radio โ— โ— โ— โ— โ— -
14 Missions โ— โ— โ— โ— โ— - โ— โ—
15 In-game Econ โ— โ— โ— โ— โ— - โ—
16 Legacy โ— โ— โ— โ— โ— โ— โ— โ— โ— -
17 Speculation โ— โ— โ— โ— โ— โ— โ— - โ—
18 Leaks โ— โ— โ— โ— โ— โ— โ— - โ—
19 Market & Biz โ— โ— โ— โ— โ— โ— -

Dense rows (e.g. 01 Core) are good entry points. Sparse rows (e.g. 13 Radio) are leaf topics โ€” narrow and self-contained.

Where the navigation aids live

graph TD
    ROOT[Repo root]
    ROOT --> index[index.html]
    ROOT --> FAQ[FAQ.html]
    ROOT --> SUM[SUMMARY.html]
    ROOT --> GLOS[GLOSSARY.html]
    ROOT --> NAVDIR[navigation/]
    ROOT --> REPDIR[reports/]

    NAVDIR --> NSITE[SITEMAP.html]
    NAVDIR --> NIDX[INDEX.html A-Z]
    NAVDIR --> NTAGS[tags/index.html]
    NAVDIR --> NTOPICS[topics/index.html]
    NAVDIR --> NPATHS[paths/index.html]
    NAVDIR --> NMAN[manifests/<br/>raw classifier output]

    NTAGS --> TAG1[tag-character.html]
    NTAGS --> TAG2[tag-location.html]
    NTAGS --> TAG3[tag-development.html]
    NTAGS --> TAGN[... etc]

    NTOPICS --> TOP1[lucia_caminos.html]
    NTOPICS --> TOP2[jason_duval.html]
    NTOPICS --> TOP3[vice_city.html]
    NTOPICS --> TOPN[... etc]

    NPATHS --> PATH1[01_story_first.html]
    NPATHS --> PATH2[02_business_analyst.html]
    NPATHS --> PATH3[03_leak_investigator.html]
    NPATHS --> PATHN[... etc]

    REPDIR --> SEC1[01_core/]
    REPDIR --> SEC2[02_development/]
    REPDIR --> SECN[... 19 sections]

Return to index ยท FAQ ยท Table of Contents