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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-gacha-mechanics-analysis
title: Gacha Mechanics Analysis
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Gacha, Loot Box Mechanics, 가챠]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [gacha, monetization, probability, f2p]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: typescript
framework: unity-c#
---
# Gacha Mechanics Analysis
## 매 한 줄
> **"매 randomized item draw 의 매 monetization-engineered probability"**. 매 1965 Capsule-Toy origin → 매 2010 Mobage/Puzzle&Dragons 의 mobile breakthrough → 매 2024 Genshin/HSR 의 매 $4B+ annual revenue. 매 pity / soft-pity / rate-up 의 매 mathematical scaffolding 의 매 retention engine.
## 매 핵심
### 매 매 Probability layer
- **Base rate**: 매 5★ char ~0.6%, 5★ weapon ~0.7% (Genshin standard).
- **Soft pity**: 매 pull 76+ 부터 rate ramp — 매 89-pull guarantee 의 hard ceiling.
- **50/50 mechanic**: 매 featured banner 의 매 probabilistic exclusivity.
### 매 Banner architecture
- Limited / standard / weapon / chronicled — 매 4 type rotation.
- 매 41-day cycle 의 매 LiveOps cadence.
### 매 응용
1. Genshin Impact (HoYoverse, $5B+ lifetime).
2. Honkai: Star Rail.
3. Fate/Grand Order (10년+ run).
4. Pokémon Masters EX.
## 💻 패턴
### Gacha pull simulation (TypeScript)
```typescript
type Item = { id: string; rarity: 3 | 4 | 5 };
interface BannerConfig {
baseRate5: number; // 0.006
softPityStart: number; // 74
hardPity: number; // 90
rateUp5: Item;
standard5: Item[];
}
class GachaSystem {
private pityCounter = 0;
private guaranteed = false; // 50/50 lost flag
pull(cfg: BannerConfig): Item {
this.pityCounter++;
const rate = this.computeRate(cfg);
const roll = Math.random();
if (roll < rate || this.pityCounter >= cfg.hardPity) {
this.pityCounter = 0;
return this.resolve5Star(cfg);
}
return this.lowerRarity();
}
private computeRate(cfg: BannerConfig): number {
if (this.pityCounter < cfg.softPityStart) return cfg.baseRate5;
// Linear ramp: +6% per pull past soft-pity
const extra = (this.pityCounter - cfg.softPityStart + 1) * 0.06;
return Math.min(1, cfg.baseRate5 + extra);
}
private resolve5Star(cfg: BannerConfig): Item {
if (this.guaranteed || Math.random() < 0.5) {
this.guaranteed = false;
return cfg.rateUp5;
}
this.guaranteed = true;
return cfg.standard5[Math.floor(Math.random() * cfg.standard5.length)];
}
private lowerRarity(): Item {
return { id: '4star_dummy', rarity: 4 };
}
}
```
### Expected pulls (Monte Carlo)
```typescript
function expectedPullsToTarget(trials = 100_000): number {
let total = 0;
for (let i = 0; i < trials; i++) {
const sys = new GachaSystem();
let pulls = 0, got = false;
while (!got) {
pulls++;
const item = sys.pull(GENSHIN_LIMITED);
if (item.id === GENSHIN_LIMITED.rateUp5.id) got = true;
}
total += pulls;
}
return total / trials; // ~ 93 pulls 의 매 평균
}
```
### Pity-curve visualization (Python-equivalent)
```typescript
function pityCurve(cfg: BannerConfig): number[] {
return Array.from({ length: cfg.hardPity }, (_, i) => {
const counter = i + 1;
if (counter < cfg.softPityStart) return cfg.baseRate5;
return Math.min(1, cfg.baseRate5 + (counter - cfg.softPityStart + 1) * 0.06);
});
}
```
### Loss-aversion bundle pricing
```typescript
function primogemBundle(usd: number): { gems: number; effectiveRate: number } {
const tiers = [
{ usd: 0.99, gems: 60 },
{ usd: 4.99, gems: 330 },
{ usd: 29.99, gems: 1980 },
{ usd: 99.99, gems: 6480 },
];
// 매 large bundle 의 매 17% volume discount — anchor pricing.
const tier = tiers.find(t => t.usd >= usd) ?? tiers.at(-1)!;
return { gems: tier.gems, effectiveRate: tier.gems / tier.usd };
}
```
### Spender segmentation
```typescript
enum Segment { Minnow, Dolphin, Whale, Krill }
function segment(monthlySpend: number): Segment {
if (monthlySpend >= 1000) return Segment.Whale;
if (monthlySpend >= 100) return Segment.Dolphin;
if (monthlySpend >= 5) return Segment.Minnow;
return Segment.Krill;
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Hero collector RPG | Soft-pity + rate-up banner |
| Weapon system | Separate weapon banner (1.85x rate, deeper pity) |
| Casual mid-core | Box gacha (without-replacement) |
| Regulated market (BE, NL) | Direct purchase + cosmetic loot |
**기본값**: Soft-pity at 74 + hard-pity at 90 + 50/50 + guarantee — 매 Genshin template.
## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[Loot Box]]
- 응용: [[Genshin Impact]] · [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- Adjacent: [[Dynamic Offers]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: pull-simulation, banner balancing, EV computation.
**언제 X**: 매 regulatory legal analysis (변호사 영역).
## ❌ 안티패턴
- **No pity**: 매 unbounded variance 의 매 churn driver.
- **Hidden rates**: 2017 EA Battlefront II 의 backlash 의 educational case.
- **Fake-rate-up**: 매 EV mismatch 의 매 trust collapse.
## 🧪 검증 / 중복
- Verified (HoYoverse banner data, Bungie GDC 2023, China NPPA 2017 disclosure rules).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full gacha probability + simulation patterns |