---
id: wiki-2026-0508-부분-유료화-free-to-play-게임
title: 부분 유료화(Free-to-Play) 게임
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [F2P, Free-to-Play, 부분유료, 프리투플레이]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [f2p, monetization, mobile, gacha, battle-pass]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: nodejs
---

# 부분 유료화(Free-to-Play) 게임

## 매 한 줄
> **"매 entry 의 free + 매 in-game purchase 의 monetize"**. 매 2000s Asian PC MMO 에서 출발 — 매 2010s mobile 의 dominant model. 매 2026 의 industry: 매 mobile gross revenue 의 약 ~80% + 매 console / PC 의 hybrid F2P (Fortnite, Apex, Marvel Rivals) 의 mainstream.

## 매 핵심

### 매 monetization archetype
- **Cosmetic-only**: 매 Fortnite / Valorant — 매 pay-for-look.
- **Convenience**: 매 Genshin resin refresh — 매 pay-for-time.
- **Power (gacha)**: 매 Honkai / Diablo Immortal — 매 pay-for-stat.
- **Battle pass**: 매 across all archetype — 매 standardize 됨 (2018+).

### 매 player segment
- **Whale** (top 1%, ~50% revenue).
- **Dolphin** (next 10%, ~30%).
- **Minnow** (next ~30%, ~20%).
- **Free** (60%+, 매 0 revenue + 매 retention/ecosystem 의 contribute).

### 매 design lever
- **Pacing wall**: 매 free progression 의 deliberate slow.
- **Premium currency**: 매 dual-currency 의 obfuscate price.
- **Limited offer**: 매 24h flash sale + 매 anchor pricing.
- **Soft / hard pity**: 매 gacha 의 expected-value floor.

## 💻 패턴

### Dual currency (premium / soft)
```typescript
class Wallet {
  gems: number = 0;   // premium (paid)
  coins: number = 0;  // soft (earned)
  spend(cost: { gems?: number; coins?: number }) {
    if ((cost.gems ?? 0) > this.gems) return false;
    if ((cost.coins ?? 0) > this.coins) return false;
    this.gems  -= cost.gems  ?? 0;
    this.coins -= cost.coins ?? 0;
    return true;
  }
}
```

### Gacha with soft + hard pity
```typescript
function pull(state: GachaState) {
  state.pullsSinceSSR++;
  const baseRate = 0.006;
  const softFloor = state.pullsSinceSSR >= 75
    ? baseRate + (state.pullsSinceSSR - 74) * 0.06
    : baseRate;
  const isSSR = state.pullsSinceSSR >= 90 || Math.random() < softFloor;
  if (isSSR) state.pullsSinceSSR = 0;
  return { isSSR, pity: state.pullsSinceSSR };
}
```

### Battle pass tier
```typescript
function unlockedRewards(xp: number, hasPremium: boolean, season: Season) {
  const tier = tierFromXP(xp, season);
  return season.rewards
    .slice(0, tier)
    .filter(r => hasPremium || r.track === 'free');
}
```

### Time-gated resin
```typescript
function regenResin(state: ResinState, now: number) {
  const elapsed = now - state.lastUpdate;
  state.value = Math.min(160, state.value + Math.floor(elapsed / 480_000));
  state.lastUpdate = now;
}
```

### Daily flash offer (anchor pricing)
```typescript
function todayOffer(userId: string) {
  const seg = classify(userId);
  return {
    sku: 'gem_pack_500',
    originalPrice: 9.99,
    discountedPrice: seg === 'minnow' ? 1.99 : 4.99,
    expiresAt: endOfDay(),
  };
}
```

### Spending guardrail (regulatory)
```typescript
async function chargeIAP(userId, amount) {
  const monthly = await wallet.monthlySpend(userId);
  if (monthly + amount > REGION_CAP[user.region]) {
    return { ok: false, reason: 'monthly_cap' };
  }
  return iap.charge(userId, amount);
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 PvP shooter | 매 cosmetic-only (avoid pay-to-win) |
| 매 gacha RPG | 매 character banner + 매 soft pity 75 / hard 90 |
| 매 strategy / 4X | 매 convenience (speed-up) + 매 cosmetic |
| 매 hyper-casual | 매 ad-based + 매 remove-ads IAP |

**기본값**: 매 BP + 매 cosmetic + 매 1 convenience SKU — 매 PvP 의 trust 의 maintain.

## 🔗 Graph
- 부모: [[Game Monetization]]
- 변형: [[Gacha]] · [[Battle Pass]] · [[Hyper-Casual]] · [[하이브리드 캐주얼]]
- 응용: [[원신(Genshin Impact)]] · [[클래시 로얄(Clash Royale)]] · [[알비온 온라인(Albion Online)]]
- Adjacent: [[라이브옵스(LiveOps)]] · [[데이터 기반 밸런싱]]

## 🤖 LLM 활용
**언제**: 매 SKU copy 의 generation / localization, 매 monetization spec 의 review, 매 player segment 의 narrative profile.
**언제 X**: 매 actual pricing decision — 매 elasticity 의 empirical A/B test 의 필수.

## ❌ 안티패턴
- **Pay-to-win in PvP**: 매 trust collapse + 매 esports 의 viability 의 destroy.
- **Hidden gacha rate**: 매 regulatory risk (China, S. Korea, Belgium 의 disclosure mandate).
- **Whale farming**: 매 top 0.1% 의 only target → 매 community erosion.
- **Aggressive FOMO**: 매 24/7 limited offer → 매 burnout / churn.

## 🧪 검증 / 중복
- Verified (Sensor Tower 2026 mobile report, GDC 2024-2025 monetization talks, 한국 게임산업진흥원 자율규제).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — archetype + segment + gacha/BP pattern |
