f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
163 lines
5.4 KiB
Markdown
163 lines
5.4 KiB
Markdown
---
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id: wiki-2026-0508-play-and-earn
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title: Play and Earn
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [P&E, Play to Earn 진화, Sustainable Play-and-Earn]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [monetization, web3, tokenomics, game-economy, play-and-earn]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: solidity
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framework: hardhat
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---
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# Play and Earn
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## 매 한 줄
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> **"매 fun-first, earning은 byproduct"**. 매 2021-2022 P2E 붕괴 (Axie Infinity death spiral) 의 lesson 으로 emerge 한 hybrid model — 매 game 의 핵심은 entertainment, token reward 는 retention sweetener. 매 2026 sustainable Web3 game 의 dominant frame.
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## 매 핵심
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### 매 P2E vs P&E
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- **P2E (2021)**: 매 earning 이 primary motivation. 매 grinding farm. 매 mercenary players → token dump → economy collapse.
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- **P&E (2024+)**: 매 fun 이 primary. 매 token 은 long-term retention reward. 매 player base 의 50%+ 가 non-earners 이어도 ok.
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- **결정적 차이**: 매 game 의 token 없으면 still fun? P&E = yes, P2E = no.
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### 매 economic design pillars
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- **Sink/Faucet ratio**: 매 token issuance ≤ token burn (장기 deflationary 또는 stable).
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- **Non-token utility**: 매 cosmetics, social, competitive ranking → 매 non-earner motivation.
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- **Soulbound progression**: 매 character XP / achievement 는 non-transferable → grinder farm 차단.
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- **Skill gate**: 매 earning rate 가 player skill 에 비례 → bot resistance.
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### 매 응용
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1. Pixels (Ronin) — 매 farming-sim 으로 daily active 600k+ 유지 (2025).
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2. Off the Grid (Avalanche) — 매 Battle royale, AAA quality, optional NFT.
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3. Illuvium — 매 auto-battler + open world, token earning은 ranked play 에 한정.
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## 💻 패턴
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### Reward emission curve (deflationary)
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```solidity
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// SPDX-License-Identifier: MIT
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pragma solidity ^0.8.24;
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contract PlayAndEarnReward {
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uint256 public constant INITIAL_DAILY_EMISSION = 100_000 ether;
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uint256 public constant HALVING_PERIOD = 180 days;
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uint256 public immutable startTime;
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constructor() { startTime = block.timestamp; }
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function currentDailyEmission() public view returns (uint256) {
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uint256 halvings = (block.timestamp - startTime) / HALVING_PERIOD;
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if (halvings >= 10) return 0;
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return INITIAL_DAILY_EMISSION >> halvings;
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}
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}
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```
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### Skill-gated earning
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```typescript
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function earnedTokens(matchResult: MatchResult): number {
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const base = matchResult.won ? 10 : 2;
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const skillMultiplier = Math.min(matchResult.mmr / 1500, 3.0);
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const dailyCapRemaining = getDailyCapRemaining(matchResult.userId);
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return Math.min(base * skillMultiplier, dailyCapRemaining);
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}
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```
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### Soulbound progression
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```solidity
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contract SoulboundXP is ERC721 {
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function _update(address to, uint256 tokenId, address auth)
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internal override returns (address)
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{
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address from = _ownerOf(tokenId);
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require(from == address(0) || to == address(0), "Soulbound: non-transferable");
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return super._update(to, tokenId, auth);
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}
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}
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```
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### Sink: cosmetic burn
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```typescript
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async function craftCosmetic(userId: string, cosmeticId: string) {
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const cost = COSMETIC_COSTS[cosmeticId];
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await burnTokens(userId, cost);
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await mintCosmetic(userId, cosmeticId);
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await emitTelemetry({ type: 'sink_burn', amount: cost, source: 'cosmetic' });
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}
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```
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### Non-token leaderboard
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```typescript
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interface SeasonReward {
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rank: number;
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cosmetic: string; // soulbound
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tokenBonus?: number; // top 10% only
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title: string; // permanent
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}
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```
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### Anti-bot detection
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```python
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def is_likely_bot(user_session) -> float:
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signals = {
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'click_variance': click_timing_variance(user_session),
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'movement_entropy': mouse_path_entropy(user_session),
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'session_regularity': cron_like_score(user_session.history),
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}
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return weighted_sigmoid(signals)
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```
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### Emission throttle (treasury-controlled)
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```solidity
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function adjustEmission(uint256 newDaily) external onlyDAO {
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require(newDaily <= currentDailyEmission() * 110 / 100, "Max +10%/epoch");
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require(newDaily >= currentDailyEmission() * 90 / 100, "Max -10%/epoch");
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dailyEmission = newDaily;
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emit EmissionAdjusted(newDaily, treasuryRunwayDays());
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual mobile audience | Token-optional (P&E) |
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| Hardcore competitive | Skill-gated earning |
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| F2P with whales | 매 hybrid IAP + token reward |
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| Pure speculation play | 매 avoid — P2E 함정 |
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**기본값**: 매 P&E + skill-gate + soulbound progression.
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## 🔗 Graph
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- 변형: [[Free-to-Play]]
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- Adjacent: [[Live-ops]]
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## 🤖 LLM 활용
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**언제**: 매 Web3 game economy design 시 — 매 sustainable token model 이 필요할 때.
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**언제 X**: 매 traditional F2P (token 없이) — overkill.
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## ❌ 안티패턴
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- **Pure P2E**: 매 earning 이 fun 의 substitute. 매 mercenary churn → death spiral.
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- **Unlimited token mint**: 매 inflation. 매 Axie SLP 의 답습.
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- **Transferable XP**: 매 grinder farm. 매 Ronin botting outbreak.
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- **No sink**: 매 token velocity 0. 매 price collapse.
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## 🧪 검증 / 중복
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- Verified (Sky Mavis post-mortem 2023, Ronin Network reports 2024-2025).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — P&E vs P2E 구분, sustainable design pillars 추가 |
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