---
id: wiki-2026-0508-비디오-게임-산업의-플랫폼-융합-platform-conve
title: 비디오 게임 산업의 플랫폼 융합(Platform Convergence)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Platform Convergence, Cross-Platform, 멀티플랫폼]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [platform, cross-play, cloud-gaming, industry, distribution]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: cpp
  framework: unreal
---

# 비디오 게임 산업의 플랫폼 융합(Platform Convergence)

## 매 한 줄
> **"매 console / PC / mobile / cloud 의 boundary 의 erode + 매 single account / single progression 의 unification"**. 매 2010s 후반 의 Fortnite cross-play (2018) 가 catalyst — 매 2026 의 modern: 매 Microsoft Activision-Blizzard 인수 (2023) + 매 Game Pass cloud + 매 mobile-console hybrid (Genshin, COD Mobile) 의 mainstream.

## 매 핵심

### 매 4 convergence axis
- **Cross-play**: 매 input parity / matchmaking pool 의 unify.
- **Cross-progression**: 매 save / inventory / BP 의 cloud-sync.
- **Cross-purchase**: 매 single SKU 의 multi-platform entitlement.
- **Cross-platform commerce**: 매 unified store / wallet (Epic Games Store, Xbox).

### 매 driver
- **Hardware parity**: 매 mobile chip 의 console-class (A18 Pro, Snapdragon 8 Gen 4).
- **Cloud streaming**: 매 GeForce Now / xCloud / PS Cloud — 매 device-agnostic.
- **Engine portability**: 매 Unreal 5.4 / Unity 6 의 1-codebase multi-target.
- **Regulatory pressure**: 매 EU DMA / 매 epic-vs-apple 의 store competition.

### 매 friction point
- **Input asymmetry**: 매 KB+M vs gamepad vs touch — 매 fairness.
- **Platform fee**: 매 30% 의 historical cut + 매 alternative store 의 fragmentation.
- **Monetization rule divergence**: 매 Apple loot-box rule vs 매 Google vs 매 console.

## 💻 패턴

### Cross-play matchmaking with input bucket
```cpp
enum class InputType { Touch, Gamepad, KBM };
struct MatchPool {
  InputType type;
  std::vector<Player> queue;
};

void enqueue(Player p) {
  pools[p.input].queue.push_back(p);
  if (p.allowsCrossInput) pools[p.input | CROSS].queue.push_back(p);
}
```

### Cross-progression sync
```cpp
void OnLogin(UserId u, Platform p) {
  auto cloud = CloudSave::Fetch(u);
  auto local = LocalSave::Load(p);
  auto merged = Merge(cloud, local);  // last-write-wins per shard
  CloudSave::Push(u, merged);
}
```

### Entitlement check (cross-purchase)
```cpp
bool HasItem(UserId u, ItemId i) {
  for (auto& p : LinkedPlatforms(u)) {
    if (Entitlements::Has(p, u, i)) return true;
  }
  return false;
}
```

### Cloud render fallback
```cpp
void RenderFrame() {
  if (device.gpuTier < kMinTier) {
    cloud.StreamFrame();  // GeForce Now style
  } else {
    local.RenderFrame();
  }
}
```

### Platform-specific monetization gate
```cpp
SkuList AvailableSkus(Platform p) {
  auto skus = baseSkus;
  if (p == Platform::iOS_KR) skus.removeIf(s => s.kind == "lootbox");
  if (p == Platform::Web)    skus.add(directWebPaymentSkus);
  return skus;
}
```

### Build matrix CI
```yaml
matrix:
  platform: [windows, ps5, xbox, switch2, ios, android, linux-cloud]
  config: [shipping, dev]
steps:
  - run: ue5 BuildCookRun -platform=${{ platform }}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 PvP competitive | 매 input-bucket 의 enforce + 매 opt-in cross |
| 매 PvE / co-op | 매 full cross-play default |
| 매 mobile-first | 매 cloud progression + 매 touch-optimized UI |
| 매 console exclusive | 매 cross-progression 의 only (no cross-play) |

**기본값**: 매 cross-play (input-bucketed) + 매 cross-progression + 매 cross-purchase (where store policy 의 allow).

## 🔗 Graph
- 부모: [[Game Industry]] · [[Distribution Platform]]
- 변형: [[Cloud Gaming]] · [[Cross-Play]] · [[Multi-Target Build]]
- 응용: [[원신(Genshin Impact)]] · [[Fortnite]] · [[Game Pass]]
- Adjacent: [[Microsoft-ActivisionBlizzard 인수]] · [[Epic vs Apple]] · [[EU DMA]]

## 🤖 LLM 활용
**언제**: 매 platform-specific compliance text 의 generation, 매 SKU matrix 의 review, 매 industry trend 의 summarize.
**언제 X**: 매 legal compliance 의 final decision — 매 jurisdiction-specific lawyer 의 review 의 mandatory.

## ❌ 안티패턴
- **Forced cross-input PvP**: 매 KB+M vs touch 의 mix → 매 unfair.
- **Last-write-wins save 의 unconditional**: 매 cloud merge bug → 매 progression loss.
- **Single-platform monetization assumption**: 매 Apple/Google rule 의 ignore → 매 store rejection.

## 🧪 검증 / 중복
- Verified (Newzoo 2026 platform report, Microsoft 10-K 2024, Apple App Store guidelines 2026).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — convergence axis + driver + 6 patterns |
