Risk System Comparison

Two games. Two risk models. One design principle: decisions must have consequences.

Dimension Ami — Combat Risk Ida — Economic Risk
Currency XP (experience points) Karma (reputation / money)
Risk Resource Unbanked XP (at risk of loss) Debt (negative karma accumulating interest)
Safe Resource Banked XP (permanent, protected) Earned karma (cumulative)
Risk Trigger Staying in Manhattan (danger zone) Taking loans / overspending
Escalation riskLevel increases over time in danger zone Debt accrues interest over time
Safety Mechanic Bank XP at Camp (resets riskLevel to 1) Take small, safe jobs (no debt risk)
Failure Condition Lose battle → lose all unbanked XP, respawn Debt exceeds -50 → bankruptcy, progress reset
Core Decision "Do I stay longer for more XP or bank now?" "Do I take a loan for a bigger build or play safe?"
Tier Progression 3 tiers: enemies get stronger, XP reward increases 3 tiers: jobs get bigger, payouts and costs increase
Unlock Thresholds Tier 2: 50 banked XP, Tier 3: 150 banked XP Tier 2: 100 karma, Tier 3: 300 karma
Signature Feature Boss encounter (Tier 3, high riskLevel) Car unlock (400 karma → speed + second block)
Emotional Core Greed vs Safety Ambition vs Prudence

The Shared Principle

Both risk systems follow the same design pattern:

  1. Accumulation: Progress builds over time (XP / Karma)
  2. Vulnerability: Some progress is at risk (unbanked XP / debt)
  3. Escalation: Risk increases the longer you push (riskLevel / interest)
  4. Decision: Player chooses between security and reward
  5. Consequence: Wrong choice leads to real loss (XP loss / bankruptcy)

The surface is different. The structure is identical. That's systems thinking.