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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>
5.8 KiB
5.8 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-부분-유료화-free-to-play | 부분 유료화 (Free-to-Play) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
부분 유료화 (Free-to-Play)
매 한 줄
"매 무료 entry, 매 in-game purchase 의 통한 monetize.". 2010s mobile gaming 의 explosion 의 driver — 매 Candy Crush, Clash of Clans, Genshin Impact, Fortnite 의 backbone. 2026 의 매 cosmetics-only (Fortnite, Valorant) 와 매 progression-gated (gacha) 의 split — 매 EU/KR regulation (gambling disclosure, 매 odds publication) 의 매 design 의 reshape.
매 핵심
매 monetization 의 종류
- Cosmetic: 매 skin · emote · nameplate — 매 power 의 X.
- Battle pass: 매 seasonal progression — 매 paid + free track.
- Gacha / loot box: 매 randomized reward — 매 rarity tier.
- Energy / wait gate: 매 stamina · timer — 매 pay-to-skip.
- Pay-to-win (P2W): 매 power 의 직접 sell — 매 controversial.
- Subscription: 매 monthly perk (Apple Arcade, Game Pass — F2P 의 hybrid).
매 metric
- ARPU: average revenue per user.
- ARPPU: average revenue per paying user.
- Conversion rate: 매 free → paying %.
- Whale concentration: 매 top 1% 의 50%+ revenue 의 contribute (typical).
- D1/D7/D30 retention: 매 monetization 의 prerequisite.
매 응용
- 매 economy design — 매 sink/source balance 의 inflation 의 prevent.
- 매 A/B test — 매 price point · 매 offer cadence.
- 매 ethical disclosure — 매 gacha odds publication (KR · CN law).
💻 패턴
Pricing tier (server config)
products:
- id: gem_pack_small
price_usd: 4.99
gems: 500
bonus: 0
- id: gem_pack_medium
price_usd: 19.99
gems: 2200 # 매 10% bonus
bonus: 200
badge: "best_value"
- id: gem_pack_large
price_usd: 99.99
gems: 13000 # 매 30% bonus, whale tier
bonus: 3000
Gacha pull with pity
import random
def pull(banner, pity_counter):
rates = banner.rates # {"5★": 0.006, "4★": 0.051, "3★": 0.943}
if pity_counter >= banner.hard_pity: # 매 90 pulls 의 5★ guarantee
return banner.featured_5star, 0
r = random.random()
if r < rates["5★"]: return random_5star(), 0
if r < rates["5★"] + rates["4★"]: return random_4star(), pity_counter + 1
return random_3star(), pity_counter + 1
Battle pass progression
interface BattlePass {
season: number;
currentXP: number;
tiers: Tier[]; // 매 100 tiers
ownsPaid: boolean;
}
function unlockedRewards(bp: BattlePass): Reward[] {
const tier = Math.floor(bp.currentXP / 1000);
return bp.tiers.slice(0, tier).flatMap(t =>
bp.ownsPaid ? [t.free, t.paid] : [t.free]
);
}
Energy/stamina regen
function currentStamina(user: User, now: Date): number {
const elapsed = (now.getTime() - user.lastStaminaUpdate.getTime()) / 1000;
const regen = Math.floor(elapsed / 360); // 매 6 min/point
return Math.min(user.stamina + regen, user.maxStamina);
}
// pay 의 instant refill: refill_cost = 50 gems
Whale-friendly bundle
bundle_starter:
one_time_only: true
price_usd: 0.99
contents:
- hero_card_5star: 1
- gems: 1000
rationale: "low-friction first purchase — 매 conversion driver"
Disclosure (KR/CN law compliance)
{
"banner": "limited_5star_featured",
"rates_disclosed": {
"5★_featured": 0.0030,
"5★_other": 0.0030,
"4★_any": 0.0510,
"3★_any": 0.9430
},
"pity_disclosed": { "soft_pity_at": 75, "hard_pity_at": 90 }
}
Live ops calendar (offers)
events:
- id: "weekend_sale"
cadence: "Fri 18:00 → Sun 23:59 KST"
discount: 0.20
- id: "comeback_offer"
trigger: "user.daysSinceLastSession >= 7"
contents: [gems: 500, hero_token: 1]
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 competitive PvP | Cosmetic-only — 매 P2W 의 player exodus 의 cause |
| 매 RPG/gacha audience | Banner + pity + battle pass |
| 매 casual puzzle | Energy gate + remove-ad IAP |
| 매 EU/KR market | Disclosure 의 mandatory · 매 gambling-like 의 minor restriction |
| 매 retention < D7 | 매 monetize 의 premature — 매 retention 의 fix first |
기본값: 매 cosmetic + battle pass — 매 controversy 의 minimize, 매 long-term retention 의 protect.
🔗 Graph
- 부모: Game_Monetization
- 변형: Freemium
- 응용: Gacha · Loot_Box · LiveOps
- Adjacent: Game_Economy · Player_Retention
🤖 LLM 활용
언제: 매 economy simulation — 매 sink/source balance 의 model, 매 offer copy 의 generate. 언제 X: 매 ethical decision — 매 manipulative dark pattern 의 design 의 X.
❌ 안티패턴
- Pay-to-win in PvP: 매 competitive integrity 의 destroy → 매 churn.
- Hidden gacha rates: 매 KR/CN illegal · 매 trust 의 destroy.
- Inflation: 매 currency source > sink — 매 economy 의 break.
- Monetize early: 매 D1 popup 의 IAP — 매 retention 의 tank.
- Whale-only design: 매 top 1% 의 only 의 fun — 매 base 의 hollow out.
🧪 검증 / 중복
- Verified (Schell Art of Game Design; KR Game Industry Promotion Act 2024 amend; Sensor Tower 2026 mobile report).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — monetization types, gacha mechanics, regulation |