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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
146 lines
5.4 KiB
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146 lines
5.4 KiB
Markdown
---
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id: wiki-2026-0508-immersive-sims-deus-ex-thief
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title: Immersive Sims — Deus Ex / Thief
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Immersive Sim, ImSim, Looking Glass School, Systemic Design]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, immersive-sim, systemic, level-design, genre]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design-doc
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framework: systemic-game-design
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---
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# Immersive Sims — Deus Ex / Thief
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## 매 한 줄
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> **"매 systems × player intent = emergent solution"**. Immersive sim 은 매 Looking Glass / Ion Storm 계보 (Ultima Underworld 1992 → Thief 1998 → Deus Ex 2000 → System Shock 2 → Dishonored → Prey 2017 → Weird West 2022 → 매 2026 indie revival). 매 핵심: 매 designer 의 단일 path 의 X — 매 simulated systems 의 interaction 으로 매 player 의 own solution 의 emerge.
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## 매 핵심
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### 매 pillars (Warren Spector / Harvey Smith 의 formulation)
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1. **Player choice / consequence** — 매 multiple solutions per problem.
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2. **Systemic interaction** — 매 fire + oil + water + electricity 의 combine.
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3. **Object permanence / consistency** — 매 NPC 의 routine, 매 item 의 persistent state.
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4. **Verbosity over scripting** — 매 NPC 가 매 system rules 의 obey, 매 cutscene 의 X.
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5. **Diegetic UI / immersion** — 매 immersion break 의 minimize.
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### 매 systemic affordances
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- **Stealth**: shadow, sound, line-of-sight.
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- **Combat**: hitbox, damage type, armor.
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- **Tools**: rope arrow, biomod, gloo cannon, mimic ability.
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- **Environment**: light switch, vent, water, electricity, fire.
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### 매 응용
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1. Stealth-action design (Dishonored, Hitman WoA).
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2. RPG branching (Disco Elysium, Cyberpunk 2077 의 일부).
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3. 0451 lineage (System Shock remake, Prey, BioShock 의 일부).
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4. Indie revival (Gloomwood, Peripeteia, CYGNI: Foundation 2026).
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## 💻 패턴
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### Systemic property tagging (entity-component)
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```cpp
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struct Entity {
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Flags props; // FLAMMABLE | CONDUCTIVE | WET | HEAVY | ALERTABLE
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};
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void OnFireContact(Entity& e) {
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if (e.props & FLAMMABLE) e.AddState(BURNING);
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if (e.props & ALERTABLE) e.Alert(FIRE_NEARBY);
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}
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void OnElectric(Entity& e) {
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if (e.props & WET && e.props & ALERTABLE) // wet creatures take more
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e.Damage(ELECTRIC, base * 2.0f);
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}
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```
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### NPC schedule (Thief / Dishonored AI routine)
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```python
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class GuardSchedule:
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def __init__(self):
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self.waypoints = [
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(Pos(10, 5), "patrol", dur=4.0),
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(Pos(20, 5), "look_around", dur=2.0),
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(Pos(20, 15), "patrol", dur=4.0),
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(Pos(10, 15), "chat_with_other", dur=6.0),
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]
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def tick(self, dt, world):
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if world.alert_level > 0:
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self.transition_to_search()
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else:
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self.advance_waypoint(dt)
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```
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### Vision / sound stealth check
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```python
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def detected(observer, target, world):
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if not has_los(observer.pos, target.pos, world):
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return False
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light = world.light_level_at(target.pos) # 0..1
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cover = target.crouching * 0.4
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distance_factor = clamp(1 - dist(observer, target)/observer.sight_range, 0, 1)
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score = light * distance_factor - cover
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return score > observer.detection_threshold
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```
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### Multi-solution objective
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```yaml
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objective: assassinate_target
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solutions:
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- lethal_direct: poison_drink + walk_away
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- lethal_indirect: rig_chandelier + cause_alarm
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- non_lethal: blackmail_evidence + spare_path
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- chaos_route: cause_riot + target_dies_in_chaos
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# matrix: chaos_score × notoriety_score → 매 ending branch
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```
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### Property-based interaction matrix
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| Source \ Target | FLAMMABLE | CONDUCTIVE | WET |
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|---|---|---|---|
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| FIRE | burn | melt insulation | extinguish |
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| ELECTRICITY | spark→burn | propagate | shock+ |
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| WATER | extinguish | short-circuit | (no-op) |
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Linear narrative game | 매 일반 scripting (imsim 의 cost 의 too high) |
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| Sandbox / heist / stealth | **매 imsim** — 매 systemic 의 baseline |
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| Multiplayer competitive | 매 imsim 의 X (consistency cost) |
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| RPG with branching | 매 imsim-lite (Cyberpunk 식 — 매 일부 system 만) |
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**기본값**: 매 4-5 systems 의 deep interaction (3+ pairs 의 emergent) > 매 20 systems 의 shallow.
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## 🔗 Graph
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- 부모: [[Systemic_Design]]
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- 응용: [[Dishonored]]
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- Adjacent: [[Procedural-Level-Geometry]] · [[Base-Layouts-and-Kill-Zones]] · [[Biomechanics-of-Injury]]
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## 🤖 LLM 활용
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**언제**: 매 systemic / stealth / RPG 의 design pillar discussion, 매 player-agency 의 framework, 매 emergent gameplay 의 recipe.
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**언제 X**: 매 narrative-linear / cinematic action (Naughty Dog 식) — 매 imsim cost 의 burden.
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## ❌ 안티패턴
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- **System inflation**: 매 30+ systems 의 shallow interaction = 매 emergent X.
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- **Inconsistent rules**: 매 fire 가 매 어떤 oil 만 burn = 매 player trust 의 X.
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- **Designer's intended path bias**: 매 stealth path 만 매 reward → 매 choice 의 illusion.
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## 🧪 검증 / 중복
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- Verified (Spector 2000 GDC "Postmortem of Deus Ex"; Smith / Colantonio Arkane interviews 2012-2024; Looking Glass retrospective 2022).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — pillar formulation, property-tagging code, multi-solution matrix |
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