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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
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| wiki-2026-0508-위험과-보상-구조-structures-of-risks-an | 위험과 보상 구조(Structures of Risks and Rewards) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
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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
- 매 Fork: 매 safe path vs risky path 매 simultaneous offer.
- 매 Gauntlet: 매 escalating difficulty 매 reward 매 cumulative.
- 매 Push-your-luck: 매 stop / continue 매 explicit player choice.
- 매 Sandbox / pick-your-stakes: 매 player 매 difficulty modifier 의 pre-select.
- 매 Investment: 매 upfront cost (resource / time) 의 future return 매 trade.
- 매 Bluff / commit: 매 hidden information 매 reveal 매 risk.
- 매 Time pressure: 매 fast-but-risky vs slow-but-safe.
- 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
- 매 Slay the Spire elite encounter = Fork (skip vs fight).
- 매 Dead Cells 의 boss biome = Gauntlet (door choice + accumulated curse).
- 매 Balatro 의 stake selection = Sandbox.
- 매 Hades 의 boon rarity gamble = Push-your-luck (use coin reroll).
- 매 Tarkov raid timer = Time pressure.
💻 패턴
Fork structure
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)
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
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)
public class StakeConfig {
public List<string> Modifiers = new();
public int RewardMultiplier = 1;
}
public class StakePicker {
public StakeConfig Build(List<string> picked) {
return new StakeConfig {
Modifiers = picked,
RewardMultiplier = 1 + picked.Count
};
}
}
// Player commits BEFORE encounter; no mid-fight escape
Investment structure
class Investment {
spend(amount: number, projectId: string): Promise<number> {
// 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
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)
- 응용: 핀치 포인트(Pinch Point) · Boss Design
- 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 |