--- 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 |