--- 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 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 |