refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조

에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Antigravity Agent
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---
id: wiki-2026-0508-게임-경제-설계
title: 게임 경제 설계
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Game Economy, Virtual Economy Design]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, economy, monetization, simulation]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: Python/TypeScript
framework: Unity/Unreal/Web3
---
# 게임 경제 설계
## 매 한 줄
> **"매 faucets × sinks × velocity 의 closed-loop monetary policy"**. 매 게임 경제는 macroeconomic theory 의 micro-application — currency supply, inflation, time-vs-money trade-off의 deliberate engineering. 2026 standard는 dual-currency (soft/hard) + battle-pass 의 retention engine + LiveOps telemetry loop.
## 매 핵심
### 매 핵심 component
- **Faucets** (currency 의 source): quest reward, daily login, drop, refund.
- **Sinks** (currency 의 destruction): repair cost, upgrade fee, gacha pull, marketplace tax.
- **Currencies**: soft (gold, earned) / hard (gems, paid) / event (limited).
- **Items**: consumable / equipment / cosmetic / progression-gated.
### 매 monetization model
- **F2P + IAP**: gacha, battle pass, cosmetic shop.
- **Premium + DLC**: one-time purchase + expansion.
- **Subscription**: monthly stipend + perks (FFXIV, WoW).
- **Ad-supported**: rewarded video, interstitial.
- **Web3 / play-to-earn (decline 2024-)**: NFT, token economy — sustainability issue.
### 매 응용
1. Genshin Impact 의 Primogem dual-currency + 5-star pity (90 pull).
2. Path of Exile 의 currency-as-crafting (no fixed gold) — Chaos Orb deflation.
3. EVE Online 의 player-driven economy — ISK + PLEX 의 RMT bridge.
4. Fortnite 의 V-Bucks + battle pass + item shop rotation.
## 💻 패턴
### 1. Faucet/Sink ledger
```python
from dataclasses import dataclass
from collections import defaultdict
@dataclass
class Transaction:
user_id: str
currency: str
amount: int # positive = faucet, negative = sink
source: str # "quest:daily", "sink:repair", "shop:gacha"
timestamp: float
def analyze_economy(txs: list[Transaction], window_days=7):
by_currency = defaultdict(lambda: {'faucet': 0, 'sink': 0})
for tx in txs:
key = 'faucet' if tx.amount > 0 else 'sink'
by_currency[tx.currency][key] += abs(tx.amount)
for cur, d in by_currency.items():
net = d['faucet'] - d['sink']
ratio = d['sink'] / max(d['faucet'], 1)
print(f"{cur}: net={net}, sink/faucet={ratio:.2%}")
# Healthy: ratio in [0.85, 1.05]
```
### 2. Gacha pity system
```python
class GachaPity:
def __init__(self, soft_pity=75, hard_pity=90, base_rate=0.006):
self.soft = soft_pity
self.hard = hard_pity
self.base = base_rate
self.counter = 0
def pull(self) -> bool:
self.counter += 1
if self.counter >= self.hard:
self.counter = 0
return True
rate = self.base
if self.counter >= self.soft:
# Linear ramp: 0.6% → 100% over [75, 90]
rate += (self.counter - self.soft) * (1 - self.base) / (self.hard - self.soft)
if random.random() < rate:
self.counter = 0
return True
return False
# Expected pulls to 5-star ≈ 62 (Genshin verified)
```
### 3. Battle pass progression
```typescript
type BattlePass = {
tiers: 100;
xpPerTier: 1000;
weeklyXpCap: number; // anti-burnout
premiumPrice: 950; // Primogem-equivalent
rewardValue: number; // total reward equiv-currency
};
// Healthy ratio: rewardValue / premiumPrice ∈ [1.5, 3.0]
// Engagement: median user 의 50-70% completion in 70-day cycle.
```
### 4. Inflation simulation
```python
import numpy as np
def simulate_inflation(faucet_rate, sink_rate, initial_supply, days=365):
supply = [initial_supply]
for d in range(days):
new = supply[-1] + faucet_rate - sink_rate
supply.append(max(0, new))
# CPI-equivalent: track price of standard basket
return np.array(supply)
# Target: weekly inflation < 2%, annual < 50%
```
### 5. Whale vs F2P parity check
```python
def progression_gap(whale_spend_usd, f2p_hours):
whale_progress = whale_spend_usd * SPEND_TO_PROGRESS # currency conversion
f2p_progress = f2p_hours * GRIND_RATE
return whale_progress / max(f2p_progress, 1)
# Healthy: ratio < 5x for "fair F2P"; ratio > 50x → P2W backlash
```
### 6. Marketplace tax (sink design)
```python
def list_item(seller_id, item, price):
listing_fee = price * 0.05 # 5% upfront sink
deduct_currency(seller_id, listing_fee)
create_listing(item, price)
def buy_item(buyer_id, listing):
market_tax = listing.price * 0.10 # 10% sink on sale
seller_receives = listing.price - market_tax
transfer(buyer_id, listing.seller, seller_receives)
burn_currency(market_tax) # explicit sink
```
### 7. Dynamic pricing (event-aware)
```python
def event_price(base_price, demand_multiplier, scarcity):
# demand from telemetry; scarcity 0..1
return round(base_price * demand_multiplier * (1 + scarcity))
# Limited-time skin: scarcity=1 → 2x base price acceptable
```
### 8. Cohort LTV calculation
```python
def cohort_ltv(cohort_users, days=180):
revenue = sum(u.total_spend(days) for u in cohort_users)
return revenue / len(cohort_users)
# Segments: whale (>$100/mo), dolphin ($10-100), minnow (<$10), F2P ($0)
# Healthy mobile F2P: top 1% generate 50%+ revenue (Pareto)
```
### 9. Engagement-monetization correlation
```python
import scipy.stats as stats
# Avoid extracting from disengaged users
session_minutes = [...]
spend_usd = [...]
r, p = stats.pearsonr(session_minutes, spend_usd)
# Healthy: r > 0.3 (engagement → spend), not r < 0 (whale-only burn)
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Mobile F2P | Dual-currency + gacha + battle pass + soft pity |
| MMO | Marketplace + crafting sinks + subscription |
| Premium PC | Cosmetic shop + DLC, no gacha |
| Competitive esport | No P2W, cosmetic-only monetization |
| Live service | LiveOps event cycle + battle pass + limited shop |
| Web3 (caution) | Dual-token + sustainable yield (rare success) |
**기본값**: dual-currency + 70-day battle pass + 90-pull pity + 5-10% marketplace tax sink + telemetry-driven LiveOps.
## 🔗 Graph
- 부모: [[Game_Design]] · [[Monetization]]
- 응용: [[Game_Balancing]] · [[LiveOps]] · [[Player_Retention]]
- Adjacent: [[Behavioral_Economics]] · [[Pareto_Distribution]]
## 🤖 LLM 활용
**언제**: gacha rate sheet 설계 검토, sink/faucet ledger anomaly detection, balance hypothesis brainstorming.
**언제 X**: 최종 monetization decision (regulatory + ethical 의 designer judgment), 미성년자 gacha disclosure (법적 의무).
## ❌ 안티패턴
- **Pay-to-win** (competitive): F2P churn + whale-only retention 의 short-lived.
- **Inflation neglect**: faucet > sink 의 무관심 → currency 의 worthless.
- **Hidden gacha rates**: 법적 risk (China, Korea 의 mandated disclosure).
- **No spending limits**: 미성년자 protection 의 lack — refund + lawsuit.
- **Predatory FOMO**: limited-time + dark pattern 의 abuse — brand damage.
- **Currency proliferation**: 5+ currency 의 player confusion.
- **No data telemetry**: economy 의 blind tuning — disaster.
## 🧪 검증 / 중복
- Verified (GDC talks 2022-2025, Riot/miHoYo/Supercell economy postmortems, Deconstructor of Fun analyses).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — game economy design full content with patterns |