---
id: wiki-2026-0508-원신-genshin-impact
title: 원신(Genshin Impact)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Genshin Impact, miHoYo, HoYoverse, Gacha Open World]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [gacha, open-world, hoyoverse, case-study, monetization, live-service]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: unity-live-service
---

# 원신 (Genshin Impact)

## 매 한 줄
> **"매 BotW-quality open world × gacha = $5B+ ARR 의 새로운 표준"**. 2020 출시한 miHoYo (현 HoYoverse) 의 Genshin Impact 는 cross-platform (PC/iOS/Android/PS) free-to-play 가 AAA-quality 가 가능하다는 것을 증명, 이후 Honkai: Star Rail (2023), Zenless Zone Zero (2024), Genshin 의 후속 프로젝트들의 template 이 되었다. 2026 기준 Natlan (Pyro) → 마지막 region Snezhnaya 진행 중.

## 매 핵심

### 매 게임 시스템
- **7 elements (원소)**: Pyro, Hydro, Electro, Cryo, Anemo, Geo, Dendro — element reaction (Vaporize, Melt, Hyperbloom 등).
- **4-character party** + element swap → reaction-driven combat.
- **Open-world exploration**: BotW 영향 (climbing, gliding, stamina).
- **Domain / Spiral Abyss / Imaginarium Theater** — endgame combat.

### 매 gacha 시스템 (wish)
- **Standard banner** + **Limited 5★ banner** (캐릭/무기) + **Chronicled Wish** (rerun).
- **Soft pity 73-90, hard pity 90**, **50/50 system** (limited 캐릭터).
- **Genesis Crystal** ↔ Primogem (1:1) ↔ Fate (1:160).
- **Welkin Moon** (월간 패스 $5) — DAU 견인.

### 매 응용
1. Cross-platform live-service template.
2. Cinematic gacha — character trailer 가 marketing 의 70%.
3. Region 단위 expansion (Mondstadt → Liyue → Inazuma → Sumeru → Fontaine → Natlan → Snezhnaya).

## 💻 패턴

### Element reaction system
```csharp
public enum Element { Pyro, Hydro, Electro, Cryo, Anemo, Geo, Dendro }

public static class Reaction {
    public static (Element? aura, double mult, string name) Apply(
            Element? aura, Element trigger) {
        return (aura, trigger) switch {
            (Element.Hydro, Element.Pyro)   => (null, 2.0, "Vaporize"),
            (Element.Pyro,  Element.Hydro)  => (null, 1.5, "Vaporize-rev"),
            (Element.Cryo,  Element.Pyro)   => (null, 2.0, "Melt"),
            (Element.Pyro,  Element.Cryo)   => (null, 1.5, "Melt-rev"),
            (Element.Hydro, Element.Electro)=> (Element.Electro, 1.0, "Electro-Charged"),
            (Element.Dendro,Element.Hydro)  => (Element.Dendro, 0, "Bloom"),
            _                                => (trigger, 1.0, "Apply")
        };
    }
}
```

### Gacha pity simulator (50/50 system)
```python
import random
def wish_one(pulls_since_5star, lost_50_50):
    soft_pity_start, hard_pity = 73, 90
    base = 0.006
    if pulls_since_5star >= hard_pity: return ("limited" if not lost_50_50 else "off-banner", True)
    p = base + max(0, pulls_since_5star - soft_pity_start) * 0.06
    if random.random() < p:
        if lost_50_50: return ("limited", False)         # guaranteed
        return ("limited" if random.random() < 0.5 else "off-banner", False)
    return (None, False)

def expected_pulls_for_target(trials=100000):
    totals=[]
    for _ in range(trials):
        n=0; lost=False; got=False
        while not got:
            n+=1
            res, _ = wish_one(n, lost)
            if res == "limited": got=True
            elif res == "off-banner": n=0; lost=True
        totals.append(n)
    return sum(totals)/trials  # ~ 62.5 평균
```

### Stamina (resin) 시스템
```csharp
public class ResinSystem {
    public int Cap = 200;
    public int Current;
    public DateTime LastTick;
    public int RechargeMinutes = 8;       // 1 resin per 8 min

    public void Tick(DateTime now) {
        var gain = (int)((now - LastTick).TotalMinutes / RechargeMinutes);
        Current = Math.Min(Cap, Current + gain);
        LastTick = LastTick.AddMinutes(gain * RechargeMinutes);
    }
    public bool Spend(int n) { if (Current<n) return false; Current-=n; return true; }
}
```

### Daily commission (4 tasks)
```csharp
public class DailyCommissions {
    public List<Commission> Generate(int seed) {
        var rng = new Random(seed);
        var pool = AllCommissions;
        var picks = pool.OrderBy(_ => rng.Next()).Take(4).ToList();
        // Reward: 60 primogem (15 * 4), bonus 20 on completion.
        return picks;
    }
}
```

### Spiral Abyss damage check
```csharp
public bool ChamberClear(Team team, Floor f, double timeLimit) {
    double dpsRequired = f.HpTotal / timeLimit;
    double teamDps = team.Members.Sum(c => c.AvgDpsAgainst(f.Enemies));
    return teamDps >= dpsRequired;
}
```

### Welkin Moon revenue model
```python
# Welkin = $5/mo · 90 primogem/day · 30d
# = 2700 primogem + 300 instant = 3000 → 18 wishes
ARPDAU_pure_welkin = 5 / 30  # ~ $0.167
# 비교: 50/50 평균 62 pulls → $80-$100 / limited 5★
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| F2P 전략 | welkin only ($5/mo) + saving 으로 every 3rd banner. |
| Light spender | welkin + BP ($10) → 매 banner 25-30 pulls. |
| Whale | guarantee = 180 pulls = ~$300 per limited. |
| Endgame goal | Spiral Abyss 36★ → 600 primogem/cycle. |
| 매 새 region 접근 | Archon Quest 우선, world quest 는 후순위. |

**기본값**: welkin + BP · 50/50 lose 가정한 conservative saving · constellation 0/0 (C0) 기준 build.

## 🔗 Graph
- Adjacent: [[약탈적 수익화 (Predatory Monetization)]]

## 🤖 LLM 활용
**언제**: gacha math (pity/EV) 분석, element reaction multiplier 계산, party comp 추천.
**언제 X**: 매 patch-specific character tier list — meta 변동성 큼, KQM/Genshin Lab 의 community guide 권장.

## ❌ 안티패턴
- **Constellation 강요 design**: C6 = $1500+ → power gap 으로 F2P 소외.
- **Patch 시간 압박**: 6주 patch 안에 limited 5★ 못 뽑으면 다음 rerun 6-12개월 후.
- **Resin gating**: 200 cap → 일일 강제 접속, burnout vector.
- **Region 점프**: Sumeru 부터 Dendro/Hyperbloom 메타 → 이전 로스터 stale.

## 🧪 검증 / 중복
- Verified (HoYoverse 공식 patch note, Spiral Abyss 통계, Sensor Tower revenue data).
- 신뢰도 A — 5년+ live game data + 공식 disclosure.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Genshin Impact / HoYoverse case |
