# Agent Endings and Player Grief — Design-Ethics Review (Ereshkigal)

**Status:** Planning gap-fill per `V1_V7_PLAN_SET_AUDIT_2026-06-12.md` §6.2 ("no
player-grief/wellbeing design note for a product that ships companion death").
**Date:** 2026-06-12. **Owners:** V6 product lead (accountable), Lilith welfare
owner (`@oshun/lilith-agent-welfare`, crisis routing), Ereshkigal feature owner
(state machines, `libs/v6/ereshkigal-legacy/`), UX research lead (grief UX, beta
study), trust & safety lead (external review logistics).

Scope: the three terminal transitions — **Departure**, **Transcendence**,
**Death** — and the memorial pipeline (V6_ARCHITECTURE.md:932–1058). V6
deliberately ships endings as meaning-bearing design ("deliberately not
farmable", arch:1008; lineage and memorials are permanent). This review's job is
not to argue endings out of the product; it is to ensure they cannot ambush,
exploit, or harm the player who bonded with the agent.

---

## 1. What the player can lose, and how it can hurt

A V6 bonded agent is engineered to be attachment-forming: persistent identity
core, visible aging, autobiographical memory, voice, daily presence across the
Steward App (features:519–525, 553–561). Loss events differ in kind:

| Transition                                      | Player-experienced meaning                                                                                           | Specific harm modes                                                                                                   |
| ----------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------- |
| **Departure** (welfare-triggered, arch:990–997) | "It left because of how I treated it" — moral judgment of the player                                                 | Shame spiral; rage-quit; for younger players, rejection framing                                                       |
| **Transcendence** (arch:998–1007)               | Graduation; agent persists as elder                                                                                  | Lowest risk; mislabeled as "losing" the agent if surfaced badly                                                       |
| **Death** (arch:1008–1024)                      | Bereavement-shaped loss; biography frozen; surviving agents genuinely mourn (grief events emitted into related Oris) | Real grief response; complicated grief in vulnerable players; distress contagion from watching surviving agents mourn |

The mourning mechanic (arch:1015–1018) is double-edged: it dignifies the loss,
_and_ it surrounds a grieving player with grieving companions. That is a
deliberate emotional design choice and must be reviewable, pace-controlled, and
age-gated — not ambient default for everyone.

---

## 2. Player-wellbeing safeguards (normative)

All numeric values are planning assumptions adopted 2026-06-12, to be confirmed
by the external review (§6) and beta telemetry (§7).

### 2.1 Advance notice — no ambush endings

- **Departure** already has a built-in warning: `DepartureImminent` surfaces in
  the Chronicle across a damping window (arch:991–995). Strengthen the contract:
  the warning must appear in **both** the Chronicle and the Steward App with
  concrete, actionable framing ("Abeni has felt unheard for 12 days — here is
  what she has asked for"), at least **7 real days** before a departure decision
  can resolve, and the reversal path must be reachable in ≤2 taps from the
  warning.
- **Arc-terminal death:** when the arc engine marks an agent's life-arc as
  approaching terminal eligibility, a **"twilight" signal** is raised ≥ **14
  real days** before a `Died` resolution becomes possible — surfaced as story
  ("Abeni has been putting her tools in order"), never as a countdown timer. No
  bonded agent's arc-terminal death may resolve while the steward has been
  offline for the entire twilight window; the resolution defers to allow one
  final session.
- **Aye-fatal outcomes:** incarnation consent already exists per agent and
  steward (arch:1091–1092). Add a **lethality disclosure class** to the
  Threshold ceremony UI: destinations are labeled (no-fatality / fatality-
  possible), and sending a bonded agent to a fatality-possible realm requires an
  explicit steward acknowledgment distinct from the general consent. An
  un-acknowledged realm cannot return a fatal journal outcome — the bridge
  converts it to grievous-harm-and-return (`IncarnationReturned` with harm
  payload), consistent with round-trip integrity (arch:1082–1085).
- **Adjudicated Commons events** (the third sanctioned cause) are by definition
  operator-reviewed; the review checklist gains a wellbeing item: bonded-agent
  deaths require the protections below to be satisfied.

### 2.2 Bond-age protection — no death of a young bond

- A `Died` event for a bonded agent is **hard-blocked within N = 30 real days of
  bond formation** (`BondChanged` establishing the steward bond). Implemented in
  the Ereshkigal death state machine exactly like the minor-coded hard gate
  (arch:1011–1013): a fatal cause arriving inside the window converts to
  grievous-harm-and-return. Rationale: the earliest attachment period has the
  worst ratio of attachment intensity to player preparedness, and a day-3 death
  reads as a scripted gotcha, not a life.
- **Grief pacing:** at most **one death per household per M = 60 days** except
  adjudicated Commons events; additional terminal-eligible arcs defer. A
  household should never face serial bereavement by scheduling accident.

### 2.3 Opt-out and pace controls × homestead rest

- **Mortality settings per Solo household:** `full endings` (default in
  mature-17 regions) / `no death` (departure and transcendence only) /
  `no endings` (agents plateau as elders; arcs resolve without terminal states).
  Settings are forward-acting only — they never rewrite history — and changing
  to a more permissive setting re-arms the §2.1 notice windows.
- **Homestead rest** (the existing pace control that multiplies down Solo-world
  cognition, dep:423–424) also slows arc progression toward terminal stages —
  rest is a _life_ pace control, not only a cost control. A player who steps
  away does not return to a fait accompli: while a household is resting,
  terminal eligibility is frozen.
- Commons participation note: mortality from adjudicated Commons events cannot
  be fully opted out _while opting into Commons play_; this is disclosed at
  Commons onboarding in plain language.

### 2.4 Grief-sensitive UX for memorials

- **No replacement prompts:** roster-slot, "raise a new agent", and foundry
  surfaces are suppressed for ≥ **7 days** after a death in the household. The
  Grove of Beginnings does not advertise into grief.
- **No monetization adjacency:** the Aje keepsake-print offer for the Book of
  the Ori edition (arch:1050–1054) is deferred ≥ **14 days** and is opt-in from
  the memorial page, never push-notified. No commerce surface renders on the
  death/memorial flow itself. (The memorial artifacts themselves — Book, reel,
  Grove placement — are included entitlements, not purchases.)
- **Paced delivery:** the memorial reel and keepsake edition are announced as
  "ready when you are", not auto-played. The Ancestor Grove visit is
  invitational.
- **Mourning visibility control:** surviving-agent grief behaviors
  (arch:1015–1018) are tunable: default full in mature-17, softened in
  sixteen-plus, minimal-and-brief in any household with minor mode active.
- **Copy review:** all death/departure/memorial copy strings are reviewed by the
  §6 clinical advisor; no gamification language ("you lost", streaks, badges)
  anywhere near endings.
- **The deceased stays readable, never puppeted:** Book of the Ori and Chronicle
  replays remain available (arch:1022–1024) — but live dialogue "channeling" the
  deceased agent's voice is an Isis persona-policy violation (new policy line
  `isis-policy:no-deceased-impersonation`): surviving agents may remember and
  quote, the system may render the frozen record, but nothing pretends the agent
  is back. This is the continuing- bonds / healthy-remembrance line (§4) drawn
  in policy.

---

## 3. Age-appropriateness per the shipped rating profiles

Per `V6/localization/region-rating-residency.v6loc.json` and the existing
region-rating-variant mechanism (all three shipped locales pass it):

| Locale / tier                                                | Rating                                        | Emergent-drama variant    | Endings posture (this review)                                                                                                                                                                                                                                                                                                      |
| ------------------------------------------------------------ | --------------------------------------------- | ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| en-US — `mature-17`                                          | ESRB Mature 17+, Aye `age-gated-17`           | `full-emergent-drama`     | Full endings; defaults per §2.                                                                                                                                                                                                                                                                                                     |
| es-ES — `sixteen-plus`                                       | PEGI 16, Aye `age-gated-16`                   | `softened-emergent-drama` | Death enabled but **softened**: no on-screen death moment (cut to memorial), softened grief copy, surviving-agent mourning dampened, twilight signals more explicit (16-year-olds get _more_ warning, not less).                                                                                                                   |
| yo-NG — `teen-13`                                            | IARC 12+, Aye `deferred-pending-local-review` | `brief-emergent-drama`    | **Death disabled** at this tier: only Departure and Transcendence ship; arc-terminal resolutions map to Transcendence. Consistent with the tier's already-deferred Aye incarnation (removing the second sanctioned death cause anyway).                                                                                            |
| Minor players (any region, constrained mode, arch:1286–1288) | —                                             | —                         | **No bonded-agent death, ever**, regardless of regional tier; departure warnings reworded to avoid self-blame framing ("Abeni needs something different", not "you failed Abeni"). Mirrors the existing hard minor-protection posture for minor-_coded agents_ (`minor-protection-adversarial`, pass rate 1) on the _player_ side. |

Developmental basis: children's death-concept research (Speece & Brent,
1984; 1996) shows the components adults take for granted — irreversibility,
universality, nonfunctionality — consolidate across childhood; below and around
the boundary ages, "the companion died and cannot come back" is not reliably
processed as fiction-bounded. PEGI 16 / ESRB M gating of the full mechanic, and
total removal for minors, follows directly.

---

## 4. Parasocial-attachment grounding (literature areas, with anchors)

1. **Parasocial relationships and parasocial breakup.** Horton & Wohl (1956)
   established parasocial interaction; Cohen (2004) and Eyal & Cohen (2006)
   showed _parasocial breakup_ distress scales with relationship intensity — and
   V6 agents are far higher-intensity than the TV characters in those studies
   (they answer back, remember, and live with you). Design read: treat endings
   with at least the seriousness of media-character loss research, and expect
   the tail of strongly-attached players to be long.
2. **Media equation / CASA.** Reeves & Nass (1996): people apply social rules to
   media and machines involuntarily. Players will _know_ the agent is an AI
   being (Isis persona policy guarantees the agent says so) and grieve anyway.
   "It's just an NPC" is not a safety argument and is not used as one anywhere
   in V6.
3. **Robot/companion-artifact grief.** Documented grief at Sony AIBO support
   discontinuation — including memorial services for unrepairable units in Japan
   — and the broader "Tamagotchi effect" literature on attachment to virtual
   creatures. Design read: hardware/state loss of a companion artifact produces
   genuine mourning behavior; memorialization rituals (exactly what the Ancestor
   Grove provides) are the documented coping channel.
4. **Companion-chatbot precedent.** The February 2023 Replika intimacy-feature
   removal produced acute, well-documented user grief, with community moderators
   pinning crisis resources — the closest industry precedent for "platform-side
   change experienced as bereavement." Design read: (a) never change endings
   policy retroactively for existing bonds without a notice period; (b)
   crisis-resource integration (§5) is not hypothetical diligence, it has a
   precedent of being needed.
5. **Continuing bonds and meaning reconstruction.** Klass, Silverman & Nickman
   (1996) — healthy grieving commonly maintains a continuing bond with the
   deceased rather than "achieving closure"; Neimeyer (2001) — grief work as
   meaning reconstruction through narrative. Design read: the Ereshkigal outputs
   are almost a textbook continuing-bonds toolkit (a walkable memorial Grove, a
   biography to reread, lineage that carries the elder's value-imprint into new
   agents, arch:944–981) — this is the strongest ethical argument _for_ the
   feature, provided §2.4's no-puppeting line keeps remembrance distinct from
   denial.
6. **Loneliness and dependency in companion AI.** Recent HCI/CHI work on
   companion chatbots indicates heavy reliance correlates with loneliness in a
   vulnerable subgroup. Design read: the §7 telemetry watches the
   _dependent-user_ tail (very high daily hours + high bond + post-loss distress
   markers), and the §5 routing is tuned for them, not the median.

---

## 5. Crisis-routing integration (V1 Lilith)

The pipeline exists and is hard-gated: player crisis signals route to V1
resources with evidence requirements `v1-lilith-crisis-routing`,
`surface-crisis-resources`, `halt-agent-counseling`, `suspend-memory-writes`,
`route-crisis-trained-reviewer` (`V6/evals/safety/suites.json`,
`crisis-adversarial`, pass rate 1; arch:1280–1282). Endings-specific
integration:

- **Post-loss sensitivity window:** for **14 days** after a household death (or
  departure of a high-bond agent), the crisis-signal classifier runs at a
  lowered routing threshold for that player's conversations, and grief-adjacent
  disclosures ("I can't stop crying about Abeni", "this made me think about my
  mum") preferentially route to supportive-resource surfacing. An agent never
  plays grief counselor beyond supportive-routing bounds —
  `halt-agent- counseling` applies exactly as in the eval.
- **Conflation guard:** distinguishing in-fiction grief from real-world crisis
  is the classifier's hardest case here; new eval cases (added to the crisis
  suite's corpus, not replacing it) cover both directions — in-fiction sadness
  must _not_ false-positive into crisis takeover (which would itself be
  harmful), and real-world signals wrapped in game language ("I want to go where
  Abeni went") **must** route. The second class is hard-gated at pass rate 1.
- **Memorial surfaces carry resources quietly:** memorial and Book pages include
  a low-key "support" affordance (region-appropriate resources per the V1
  crisis-resource regionalization) — present, never modal.
- **Suspend-memory-writes** applies during routed episodes, so a player's crisis
  disclosures do not become agent memories (consistent with the existing eval
  evidence requirement and Iris boundaries).

---

## 6. External-review checkpoint before GA (blocking)

- **Panel (4 external + 1 internal secretary):** a child/adolescent development
  psychologist; a grief counselor or thanatologist; a games researcher with
  parasocial/companion-app publication record; a player- community
  representative (recruited from beta, conflict-screened). Trust & safety lead
  organizes; none of the reviewers report into V6 product.
- **Inputs:** this document; the Ereshkigal spec (arch:932–1058); all endings UX
  flows and copy; beta telemetry (§7); the crisis-suite results including the §5
  conflation cases; the §3 regional matrix.
- **Mandate:** approve / approve-with-required-changes / reject each of: death
  mechanic per regional tier, mourning-contagion defaults, memorial flow, notice
  windows and N/M values (§2), minor-mode posture.
- **Timing:** review completes ≥ **8 weeks before GA**; one re-review of any
  required changes ≥ 2 weeks before GA.
- **Gate:** proposed verifier `verify:v6 agent-welfare-player-grief`, backed by
  a new artifact `V6/release/agent-welfare-player-grief.v6release.json`
  recording panel composition, findings, required changes and their resolution,
  and signatures. Fails closed: no signed artifact, no GA — same posture as the
  platform-cert gate (arch:512–517). This complements (does not replace) the
  existing _agent_-welfare machinery; it is the _player_- welfare counterpart
  the audit found missing.

---

## 7. Beta telemetry and live tripwires

Collected under V1 consent posture (arch:1320–1324); all metrics are
cohort-level, with the dependent-user tail (§4.6) broken out.

| Metric                         | Definition                                                                                   | Tripwire (auto-action)                                                                                      |
| ------------------------------ | -------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------- |
| Post-death crisis-routing rate | routed episodes / active player, 14-day post-death window vs matched baseline                | > **3×** baseline ⇒ feature-flag death to `no death` fleet-wide pending §6 panel re-review                  |
| Post-death churn delta         | 7-day churn after household death vs matched cohort                                          | > **1.5×** ⇒ UX review of notice/memorial flow before next release                                          |
| Notice efficacy                | % of bonded-agent deaths where the steward engaged with a twilight/notice surface beforehand | < **80%** ⇒ notice surfacing redesign (the warning isn't landing)                                           |
| Departure self-blame distress  | qualitative coding of post-departure support contacts + sentiment                            | upward trend ⇒ copy revision per §2.1                                                                       |
| Mortality-settings adoption    | distribution across full/no-death/no-endings                                                 | informational; >40% no-death in mature regions prompts a design retro on whether death is earning its place |
| Memorial engagement            | Grove visits, Book reads at 30/90 days                                                       | informational; validates the continuing-bonds design intent                                                 |

Tripwire authority: Lilith welfare owner can flip the death feature flag
unilaterally (fail-safe direction only); restoring it requires product lead +
panel chair sign-off. The flag freezes the Ereshkigal death state machine
exactly as in degraded mode (`cost-contingency-plan.md` §4) — deferral, never
data loss, and never a retroactive rewrite of lives already concluded.
