--- id: wiki-2026-0508-위험과-보상-구조-structures-of-risks-an title: 위험과 보상 구조(Structures of Risks and Rewards) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [R&R Structures, Risk-Reward Patterns, 위험보상 패턴] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, encounter-design, structures, patterns] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: unity-csharp --- # 위험과 보상 구조(Structures of Risks and Rewards) ## 매 한 줄 > **"매 R&R curve 매 abstract — 매 structure 매 concrete encounter shape"**. 매 [[위험과 보상(Risks and Rewards)]] 매 principle, 매 이 문서 매 player 의 의 hand 의 의 의 매 actual concrete pattern (gauntlet, fork, escalator, sandbox, push-your-luck) 의 catalog. ## 매 핵심 ### 매 8 canonical structures 1. **매 Fork**: 매 safe path vs risky path 매 simultaneous offer. 2. **매 Gauntlet**: 매 escalating difficulty 매 reward 매 cumulative. 3. **매 Push-your-luck**: 매 stop / continue 매 explicit player choice. 4. **매 Sandbox / pick-your-stakes**: 매 player 매 difficulty modifier 의 pre-select. 5. **매 Investment**: 매 upfront cost (resource / time) 의 future return 매 trade. 6. **매 Bluff / commit**: 매 hidden information 매 reveal 매 risk. 7. **매 Time pressure**: 매 fast-but-risky vs slow-but-safe. 8. **매 Wager**: 매 player 매 reward 의 size 의 dial. ### 매 structure selection axes - **explicit vs emergent**: 매 player 매 risk 의 conscious choice 매 가능? - **front-loaded vs back-loaded**: 매 risk 매 paid upfront 매 / 매 outcome 의 reveal 매 시? - **bounded vs unbounded escalation**: 매 ceiling 매 존재? - **reversible vs commit**: 매 mid-encounter back-out 매 가능? ### 매 응용 1. 매 Slay the Spire elite encounter = Fork (skip vs fight). 2. 매 Dead Cells 의 boss biome = Gauntlet (door choice + accumulated curse). 3. 매 Balatro 의 stake selection = Sandbox. 4. 매 Hades 의 boon rarity gamble = Push-your-luck (use coin reroll). 5. 매 Tarkov raid timer = Time pressure. ## 💻 패턴 ### Fork structure ```typescript type Path = { name: string; difficulty: number; reward: Reward }; type Reward = { gold: number; item?: string; rare?: boolean }; class Fork { paths: Path[]; pick(idx: number): Reward { const p = this.paths[idx]; return this.resolve(p); } resolve(p: Path): Reward { const success = Math.random() > p.difficulty * 0.5; return success ? p.reward : { gold: 0 }; } } const fork = new Fork(); fork.paths = [ { name: "safe", difficulty: 0.2, reward: { gold: 50 } }, { name: "risky", difficulty: 0.7, reward: { gold: 250, rare: true } }, ]; ``` ### Gauntlet (escalating) ```typescript class Gauntlet { rooms: number; cumulativeReward = 0; cumulativeDamage = 0; step(roomIdx: number) { const difficulty = 1 + roomIdx * 0.3; const damage = Math.random() * difficulty * 10; const reward = 50 * Math.pow(1.4, roomIdx); this.cumulativeDamage += damage; this.cumulativeReward += reward; return { reward, damage, total: this.cumulativeReward }; } } ``` ### Push-your-luck ```typescript class PushYourLuck { pot = 100; bustP = 0.1; step() { this.bustP += 0.08; if (Math.random() < this.bustP) { return { state: "BUST", payout: 0 }; } this.pot *= 1.5; return { state: "CONTINUE", pot: this.pot, bustP: this.bustP }; } cashOut() { return { state: "CASHED", payout: this.pot }; } } ``` ### Sandbox (pre-select stakes) ```csharp public class StakeConfig { public List Modifiers = new(); public int RewardMultiplier = 1; } public class StakePicker { public StakeConfig Build(List picked) { return new StakeConfig { Modifiers = picked, RewardMultiplier = 1 + picked.Count }; } } // Player commits BEFORE encounter; no mid-fight escape ``` ### Investment structure ```typescript class Investment { spend(amount: number, projectId: string): Promise { // Resource committed now; outcome resolves later return new Promise(resolve => { const success = Math.random() < 0.6; const payout = success ? amount * 2.5 : 0; setTimeout(() => resolve(payout), 5000); // delayed reveal }); } } ``` ### Time pressure ```typescript class TimedRaid { start = Date.now(); loot = 0; loop() { const elapsed = (Date.now() - this.start) / 1000; const extractRisk = Math.min(0.05 + elapsed * 0.01, 0.9); // Each tick: more loot, but rising chance of PvP encounter this.loot += 10; return { loot: this.loot, extractRisk }; } } ``` ## 매 결정 기준 | 상황 | 적합 structure | |---|---| | 매 quick decision moment | Fork | | 매 sustained tension session | Gauntlet | | 매 explicit gambling feel | Push-your-luck | | 매 customizable difficulty | Sandbox | | 매 strategic depth | Investment | | 매 PvP / multiplayer | Bluff, Time pressure | **기본값**: 매 game type 의 의 의 1-2 structure 매 main + 매 1 secondary 의 layer. ## 🔗 Graph - 부모: [[위험과 보상(Risks and Rewards)]] · [[Encounter Design]] - 변형: [[Roguelike Run Modifiers]] · [[Push-Your-Luck]] - 응용: [[핀치 포인트(Pinch Point)]] · [[Boss Design]] · [[Dungeon Pacing]] - Adjacent: [[Choice Architecture]] · [[Decision Theory]] ## 🤖 LLM 활용 **언제**: 매 specific encounter / room / level 의 design 시 매 concrete pattern 의 select. **언제 X**: 매 high-level economy 의 의 design — 매 [[위험과 보상(Risks and Rewards)]] 의 의 abstract level 의 의 사용. ## ❌ 안티패턴 - **매 single structure overuse**: 매 모든 encounter 매 same pattern → 매 fatigue. - **매 commit without information**: 매 sandbox stake 매 picker 매 modifier effect 매 unknown 시 매 frustrating. - **매 false fork**: 매 Fork 매 path 매 EV 매 동일 시 매 meaningless choice. ## 🧪 검증 / 중복 - Verified (Schell, Costikyan *Uncertainty in Games*, GDC talks on roguelike encounter design). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 8 canonical structures + working code per structure |