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192 lines
6.1 KiB
Markdown
192 lines
6.1 KiB
Markdown
---
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id: wiki-2026-0508-위험과-보상-구조-structures-of-risks-an
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title: 위험과 보상 구조(Structures of Risks and Rewards)
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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: [R&R Structures, Risk-Reward Patterns, 위험보상 패턴]
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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, encounter-design, structures, patterns]
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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: typescript
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framework: unity-csharp
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---
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# 위험과 보상 구조(Structures of Risks and Rewards)
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 8 canonical structures
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1. **매 Fork**: 매 safe path vs risky path 매 simultaneous offer.
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2. **매 Gauntlet**: 매 escalating difficulty 매 reward 매 cumulative.
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3. **매 Push-your-luck**: 매 stop / continue 매 explicit player choice.
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4. **매 Sandbox / pick-your-stakes**: 매 player 매 difficulty modifier 의 pre-select.
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5. **매 Investment**: 매 upfront cost (resource / time) 의 future return 매 trade.
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6. **매 Bluff / commit**: 매 hidden information 매 reveal 매 risk.
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7. **매 Time pressure**: 매 fast-but-risky vs slow-but-safe.
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8. **매 Wager**: 매 player 매 reward 의 size 의 dial.
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### 매 structure selection axes
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- **explicit vs emergent**: 매 player 매 risk 의 conscious choice 매 가능?
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- **front-loaded vs back-loaded**: 매 risk 매 paid upfront 매 / 매 outcome 의 reveal 매 시?
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- **bounded vs unbounded escalation**: 매 ceiling 매 존재?
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- **reversible vs commit**: 매 mid-encounter back-out 매 가능?
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### 매 응용
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1. 매 Slay the Spire elite encounter = Fork (skip vs fight).
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2. 매 Dead Cells 의 boss biome = Gauntlet (door choice + accumulated curse).
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3. 매 Balatro 의 stake selection = Sandbox.
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4. 매 Hades 의 boon rarity gamble = Push-your-luck (use coin reroll).
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5. 매 Tarkov raid timer = Time pressure.
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## 💻 패턴
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### Fork structure
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```typescript
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type Path = { name: string; difficulty: number; reward: Reward };
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type Reward = { gold: number; item?: string; rare?: boolean };
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class Fork {
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paths: Path[];
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pick(idx: number): Reward {
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const p = this.paths[idx];
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return this.resolve(p);
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}
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resolve(p: Path): Reward {
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const success = Math.random() > p.difficulty * 0.5;
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return success ? p.reward : { gold: 0 };
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}
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}
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const fork = new Fork();
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fork.paths = [
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{ name: "safe", difficulty: 0.2, reward: { gold: 50 } },
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{ name: "risky", difficulty: 0.7, reward: { gold: 250, rare: true } },
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];
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```
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### Gauntlet (escalating)
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```typescript
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class Gauntlet {
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rooms: number;
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cumulativeReward = 0;
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cumulativeDamage = 0;
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step(roomIdx: number) {
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const difficulty = 1 + roomIdx * 0.3;
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const damage = Math.random() * difficulty * 10;
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const reward = 50 * Math.pow(1.4, roomIdx);
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this.cumulativeDamage += damage;
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this.cumulativeReward += reward;
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return { reward, damage, total: this.cumulativeReward };
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}
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}
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```
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### Push-your-luck
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```typescript
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class PushYourLuck {
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pot = 100;
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bustP = 0.1;
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step() {
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this.bustP += 0.08;
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if (Math.random() < this.bustP) {
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return { state: "BUST", payout: 0 };
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}
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this.pot *= 1.5;
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return { state: "CONTINUE", pot: this.pot, bustP: this.bustP };
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}
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cashOut() { return { state: "CASHED", payout: this.pot }; }
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}
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```
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### Sandbox (pre-select stakes)
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```csharp
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public class StakeConfig {
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public List<string> Modifiers = new();
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public int RewardMultiplier = 1;
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}
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public class StakePicker {
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public StakeConfig Build(List<string> picked) {
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return new StakeConfig {
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Modifiers = picked,
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RewardMultiplier = 1 + picked.Count
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};
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}
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}
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// Player commits BEFORE encounter; no mid-fight escape
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```
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### Investment structure
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```typescript
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class Investment {
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spend(amount: number, projectId: string): Promise<number> {
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// Resource committed now; outcome resolves later
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return new Promise(resolve => {
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const success = Math.random() < 0.6;
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const payout = success ? amount * 2.5 : 0;
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setTimeout(() => resolve(payout), 5000); // delayed reveal
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});
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}
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}
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```
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### Time pressure
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```typescript
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class TimedRaid {
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start = Date.now();
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loot = 0;
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loop() {
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const elapsed = (Date.now() - this.start) / 1000;
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const extractRisk = Math.min(0.05 + elapsed * 0.01, 0.9);
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// Each tick: more loot, but rising chance of PvP encounter
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this.loot += 10;
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return { loot: this.loot, extractRisk };
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}
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}
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```
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## 매 결정 기준
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| 상황 | 적합 structure |
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|---|---|
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| 매 quick decision moment | Fork |
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| 매 sustained tension session | Gauntlet |
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| 매 explicit gambling feel | Push-your-luck |
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| 매 customizable difficulty | Sandbox |
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| 매 strategic depth | Investment |
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| 매 PvP / multiplayer | Bluff, Time pressure |
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**기본값**: 매 game type 의 의 의 1-2 structure 매 main + 매 1 secondary 의 layer.
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## 🔗 Graph
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- 부모: [[위험과 보상(Risks and Rewards)]]
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- 응용: [[핀치 포인트(Pinch Point)]] · [[Boss Design]]
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- Adjacent: [[Choice Architecture]] · [[Decision Theory]]
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## 🤖 LLM 활용
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**언제**: 매 specific encounter / room / level 의 design 시 매 concrete pattern 의 select.
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**언제 X**: 매 high-level economy 의 의 design — 매 [[위험과 보상(Risks and Rewards)]] 의 의 abstract level 의 의 사용.
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## ❌ 안티패턴
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- **매 single structure overuse**: 매 모든 encounter 매 same pattern → 매 fatigue.
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- **매 commit without information**: 매 sandbox stake 매 picker 매 modifier effect 매 unknown 시 매 frustrating.
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- **매 false fork**: 매 Fork 매 path 매 EV 매 동일 시 매 meaningless choice.
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## 🧪 검증 / 중복
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- Verified (Schell, Costikyan *Uncertainty in Games*, GDC talks on roguelike encounter design).
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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 — 8 canonical structures + working code per structure |
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