Files
2nd/10_Wiki/Topics/Architecture/Permanent_Loss.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
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>
2026-05-20 23:52:15 +09:00

5.3 KiB

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
wiki-2026-0508-permanent-loss Permanent Loss 10_Wiki/Topics verified self
permadeath
irreversible loss
hard mode
none A 0.85 applied
game-design
mechanics
roguelike
risk
2026-05-10 pending
language framework
design 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

// 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)

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)

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)

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

function HardcoreDoor({ onEnter }: Props) {
  return (
    <Dialog>
      <h2> Hardcore Zone</h2>
      <p>  곳에서 죽으면 character  영구 삭제됩니다.</p>
      <p> backup 불가, revive 불가.</p>
      <Confirm requireType="DELETE" onConfirm={onEnter}> 입장</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

🤖 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