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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>
212 lines
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212 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-fate-war
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title: Fate War
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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: [Fate War game, Fate franchise war, Type-Moon Holy Grail War]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game, fate, type-moon, holy-grail-war, narrative, gacha]
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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: Game / Narrative
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applicable_to: [Game Design, Narrative AI, Lore]
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---
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# Fate War (Holy Grail War)
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## 매 한 줄
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> **"매 Type-Moon Fate franchise 의 core conflict — 매 7 master + 7 servant 의 Holy Grail 의 의 의 battle royale"**. Fate/stay night (2004) 시작 — 매 Visual Novel + 매 anime + 매 Fate/Grand Order (gacha) 등 expand. 매 narrative AI / 매 game design 의 reference.
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## 매 핵심
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### 매 setup
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- **7 masters** (mages) + **7 servants** (heroic spirits).
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- **Holy Grail**: 매 wish-granting.
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- **Fuyuki city** (or variant) 의 setting.
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- **Battle royale**: 매 last 1 의 wins.
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### 매 7 servant class
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- **Saber**: 매 sword.
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- **Archer**: 매 bow / range.
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- **Lancer**: 매 spear.
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- **Rider**: 매 mount.
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- **Caster**: 매 magic.
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- **Berserker**: 매 mad enhancement.
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- **Assassin**: 매 stealth.
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### 매 Fate franchise
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- **Fate/stay night** (2004): 매 origin VN.
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- **Fate/Zero** (2011): 매 prequel.
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- **Fate/Apocrypha**: 매 14-servant variant.
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- **Fate/Grand Order** (2015+): 매 mobile gacha — 매 commercial 매 다수.
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- **Fate/Extra**: 매 Moon Cell variant.
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### 매 narrative pattern
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- **Master-servant bond**: 매 strategic + emotional.
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- **Class triangle**: 매 rock-paper-scissors style.
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- **Heroic spirit**: 매 historical / mythological figure.
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- **Noble Phantasm**: 매 servant 의 ultimate.
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- **Command Spell**: 매 master 의 3-use control.
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### 매 game design 응용
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1. **Battle royale narrative**.
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2. **Gacha**: 매 character + rarity.
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3. **Class-based combat triangle**.
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4. **Boss raid**: 매 servant 의 mythic scale.
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5. **Visual novel**: 매 branching.
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## 💻 패턴 (응용)
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### Class triangle
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```python
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CLASS_ADVANTAGE = {
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'Saber': ['Lancer'],
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'Lancer': ['Archer'],
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'Archer': ['Saber'],
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'Rider': ['Caster'],
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'Caster': ['Assassin'],
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'Assassin': ['Rider'],
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'Berserker': [], # 매 매 class 의 advantage but takes 2x damage
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}
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def damage_modifier(attacker_class, defender_class):
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if defender_class in CLASS_ADVANTAGE.get(attacker_class, []): return 1.5
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if attacker_class in CLASS_ADVANTAGE.get(defender_class, []): return 0.5
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if attacker_class == 'Berserker': return 1.5 # 매 매 매 class
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return 1.0
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```
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### Servant data
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```python
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@dataclass
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class Servant:
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true_name: str
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class_: str
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skills: list[str]
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noble_phantasm: dict
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parameters: dict # 매 STR/END/AGI/MAG/LCK/NP — 매 E~A++
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alignment: str
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```
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### Noble Phantasm trigger
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```python
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def noble_phantasm(servant, master_mp, charge):
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if charge < servant.np.threshold:
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return 'insufficient_charge'
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if not master_mp.has(servant.np.cost):
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return 'mp_drain_master'
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return execute(servant.np)
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```
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### Command Spell (3-use)
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```python
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class Master:
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def __init__(self):
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self.command_spells = 3
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def use_command_spell(self, command):
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if self.command_spells == 0: raise NoSpellsError()
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self.command_spells -= 1
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# 매 absolute order 의 servant 의 force
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# 매 1: location-jump, 2: instant-restore, 3: kill-self-NP
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return self.servant.execute_absolute(command)
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```
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### Battle royale logic
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```python
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def grail_war_round(masters):
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alive = [m for m in masters if m.alive and m.servant.alive]
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if len(alive) <= 1: return alive[0] if alive else None
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# 매 territorial expansion + alliances
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encounters = pair_encounters(alive)
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for m1, m2 in encounters:
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outcome = simulate_combat(m1, m2)
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if outcome == 'm1_win': m2.alive = False
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elif outcome == 'm2_win': m1.alive = False
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else: break_alliance(m1, m2)
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```
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### Visual novel branching (Ren'Py-like)
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```
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label crossroads:
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"Saber waits for orders."
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menu:
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"Engage Lancer":
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jump engage_lancer
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"Retreat":
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jump retreat_route
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"Attempt alliance":
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jump alliance_route
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```
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### Gacha rarity (Fate/GO-style)
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```python
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RARITY_RATES = {1: 0.40, 2: 0.30, 3: 0.20, 4: 0.07, 5: 0.03}
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def gacha_pull(rates=RARITY_RATES):
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r = random.random(); cum = 0
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for rarity, rate in sorted(rates.items()):
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cum += rate
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if r <= cum: return draw_servant(rarity)
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```
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### Heroic spirit lore (LLM-aided)
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```python
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def generate_servant(historical_figure, class_):
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prompt = f"""Design a Fate-style servant.
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Historical figure: {historical_figure}
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Class: {class_}
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Output JSON:
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- true_name
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- class
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- 3 skills (with grade)
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- noble_phantasm (name, type, effect, rank)
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- parameters (STR/END/AGI/MAG/LCK)
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- one-line summary"""
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return llm.generate(prompt)
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```
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## 매 결정 기준 (응용)
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| 상황 | Approach |
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|---|---|
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| Battle royale game | 매 alliances + 매 reduction |
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| Class system | Triangle |
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| Mobile gacha | Tiered rarity + pity |
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| Narrative game | VN branching |
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| LLM character | Heroic spirit gen |
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**기본값**: 매 lore-rich character + 매 class triangle + 매 multi-route narrative + 매 (mobile) gacha pity.
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## 🔗 Graph
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- 부모: [[Game-Design]]
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- 변형: [[Gacha]]
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- 응용: [[Drama Management Systems]] · [[Computational_Creativity|Computational-Creativity]]
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## 🤖 LLM 활용
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**언제**: 매 narrative-rich game. 매 character generation. 매 lore wiki.
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**언제 X**: 매 actual Fate IP licensing 의 strict.
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## ❌ 안티패턴
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- **No class differentiation**: 매 strategic depth lose.
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- **Pure RNG gacha**: 매 burn-out.
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- **No Noble Phantasm uniqueness**: 매 character bland.
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## 🧪 검증 / 중복
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- Verified (Type-Moon official, Fate wiki).
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- 신뢰도 B.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Fate framework + 매 game design 응용 code |
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