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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-permanent-loss
title: Permanent Loss
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [permadeath, irreversible loss, hard mode]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [game-design, mechanics, roguelike, risk]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: design
framework: game-design
---
# Permanent Loss
## 매 한 줄
> **"매 죽으면 끝, 매 잃으면 영영"**. 매 game / system 디자인에서 진행/asset/character의 회복 불가 상태. 매 roguelike permadeath, EVE Online ship loss, hardcore Diablo, blockchain key loss 까지 매 동일한 인지적 무게의 변형.
## 매 핵심
### 매 왜 만드나
- **긴장감 / stakes**: 매 모든 결정에 무게.
- **진정한 economy**: 매 sink 가 있어야 inflation 억제 (EVE).
- **Earned mastery**: 매 회복 불가 → 매 학습이 진짜.
- **Story permanence**: 매 동료 사망의 emotional weight (XCOM, Fire Emblem classic).
### 매 비용
- 매 churn 위험 — 매 casual 이탈.
- 매 cheating / exploit incentive 폭증.
- 매 server-side validation 필수.
- 매 onboarding 이 가혹.
### 매 design dial
1. **Scope**: full character / one run / one item / one decision.
2. **Forewarning**: 매 명확히 표시 vs 매 surprise (anti-pattern).
3. **Mitigation**: 매 backup, mercy mechanic, save point.
4. **Recovery curve**: 매 전부 잃나, 매 일부 carry-over (meta-progression).
### 매 modern hybrid (2026)
- **Roguelite**: 매 run-level perma + meta progression (Hades, Dead Cells).
- **Soft permadeath**: 매 character 죽으면 sealed save (Hardcore Diablo IV Season).
- **Insurance**: 매 EVE 의 ship 보험 → 매 partial loss.
- **Optional ironman mode**: 매 player choice.
## 💻 패턴
### Server-authoritative perma-death
```ts
// 매 client 의 죽음 신호 의 신뢰 X → server validation
async function onPlayerDeath(playerId: string, ctx: DeathContext) {
const valid = await validateDeath(playerId, ctx); // 매 hit log + position trace
if (!valid) return ban(playerId, "fake-death-exploit");
await db.tx(async (t) => {
await t.character.update(playerId, { status: "DEAD", died_at: now() });
await t.inventory.transfer(playerId, lootDropPool(ctx)); // 매 drop on ground
await t.audit.log({ type: "PERMADEATH", playerId, ctx });
});
emit("character_lost", { playerId });
}
```
### Meta-progression (roguelite)
```ts
type RunState = { hp: number; items: Item[]; floor: number };
type MetaState = { soulCurrency: number; unlocks: Set<string> };
function endRun(run: RunState, meta: MetaState, died: boolean): MetaState {
const earned = run.items.length * 10 + run.floor * 25;
return {
soulCurrency: meta.soulCurrency + earned, // 매 carry over
unlocks: meta.unlocks, // 매 영구 unlock
};
// 매 run.items / run.hp 는 discard
}
```
### Ironman save (single slot, no rewind)
```ts
class IronmanSave {
async commit(state: GameState) {
// 매 atomic write, no quicksave, no branching
await fs.writeFile(this.path + ".tmp", serialize(state));
await fs.rename(this.path + ".tmp", this.path);
}
// 매 load → if dead: archive + new game forced
}
```
### Insurance / partial recovery (EVE-style)
```ts
function onShipDestroyed(ship: Ship, owner: PlayerId) {
const insured = lookupInsurance(ship.id);
const payout = insured ? ship.hullValue * insured.coverage : 0;
// 매 fittings/cargo 는 lost (변경 불가)
pay(owner, payout);
destroy(ship);
}
```
### Forewarning UI
```tsx
function HardcoreDoor({ onEnter }: Props) {
return (
<Dialog>
<h2> Hardcore Zone</h2>
<p> character .</p>
<p> backup , revive .</p>
<Confirm requireType="DELETE" onConfirm={onEnter}> </Confirm>
</Dialog>
);
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 core loop 의 stakes 필요 | Run-level perma (roguelite) |
| 매 economy sink 필요 | Item/ship perma + insurance |
| 매 narrative weight | Ally permadeath (warned) |
| 매 wide audience | Optional ironman, default soft |
| 매 PvP MMO | Item drop on death, server auth |
**기본값**: 매 roguelite 형 (run perma + meta progression) — 매 stakes ↑, 매 churn ↓ 의 balance.
## 🔗 Graph
- 부모: [[Game Design]] · [[Risk-Reward]]
- 변형: [[Permadeath]]
- 응용: [[EVE Online]]
- Adjacent: [[Loss Aversion]]
## 🤖 LLM 활용
**언제**: 매 design 이 진정한 stakes 와 economic sink 를 요구. 매 mastery curve 가 핵심 fantasy.
**언제 X**: 매 mass-market casual / story-driven linear / 매 multiplayer cooperative low-skill audience.
## ❌ 안티패턴
- **Surprise perma**: 매 사용자가 모르고 죽음 → 매 review bomb 보장.
- **Cloud save abuse 가능**: 매 client save → 매 backup 으로 negate.
- **Perma without sink design**: 매 lost item 의 가치 없으면 매 의미 없음.
- **No mercy at onset**: 매 tutorial 부터 perma → 매 funnel 붕괴.
## 🧪 검증 / 중복
- Verified (GDC talks on roguelikes, EVE economist reports, Hades post-mortem).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — permadeath dials + server-auth patterns |