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155 lines
5.0 KiB
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155 lines
5.0 KiB
Markdown
---
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id: wiki-2026-0508-부분-유료화-free-to-play-게임
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title: 부분 유료화(Free-to-Play) 게임
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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: [F2P, Free-to-Play, 부분유료, 프리투플레이]
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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: [f2p, monetization, mobile, gacha, battle-pass]
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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: typescript
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framework: nodejs
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---
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# 부분 유료화(Free-to-Play) 게임
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 monetization archetype
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- **Cosmetic-only**: 매 Fortnite / Valorant — 매 pay-for-look.
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- **Convenience**: 매 Genshin resin refresh — 매 pay-for-time.
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- **Power (gacha)**: 매 Honkai / Diablo Immortal — 매 pay-for-stat.
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- **Battle pass**: 매 across all archetype — 매 standardize 됨 (2018+).
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### 매 player segment
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- **Whale** (top 1%, ~50% revenue).
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- **Dolphin** (next 10%, ~30%).
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- **Minnow** (next ~30%, ~20%).
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- **Free** (60%+, 매 0 revenue + 매 retention/ecosystem 의 contribute).
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### 매 design lever
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- **Pacing wall**: 매 free progression 의 deliberate slow.
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- **Premium currency**: 매 dual-currency 의 obfuscate price.
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- **Limited offer**: 매 24h flash sale + 매 anchor pricing.
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- **Soft / hard pity**: 매 gacha 의 expected-value floor.
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## 💻 패턴
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### Dual currency (premium / soft)
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```typescript
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class Wallet {
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gems: number = 0; // premium (paid)
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coins: number = 0; // soft (earned)
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spend(cost: { gems?: number; coins?: number }) {
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if ((cost.gems ?? 0) > this.gems) return false;
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if ((cost.coins ?? 0) > this.coins) return false;
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this.gems -= cost.gems ?? 0;
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this.coins -= cost.coins ?? 0;
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return true;
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}
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}
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```
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### Gacha with soft + hard pity
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```typescript
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function pull(state: GachaState) {
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state.pullsSinceSSR++;
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const baseRate = 0.006;
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const softFloor = state.pullsSinceSSR >= 75
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? baseRate + (state.pullsSinceSSR - 74) * 0.06
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: baseRate;
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const isSSR = state.pullsSinceSSR >= 90 || Math.random() < softFloor;
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if (isSSR) state.pullsSinceSSR = 0;
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return { isSSR, pity: state.pullsSinceSSR };
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}
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```
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### Battle pass tier
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```typescript
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function unlockedRewards(xp: number, hasPremium: boolean, season: Season) {
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const tier = tierFromXP(xp, season);
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return season.rewards
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.slice(0, tier)
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.filter(r => hasPremium || r.track === 'free');
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}
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```
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### Time-gated resin
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```typescript
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function regenResin(state: ResinState, now: number) {
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const elapsed = now - state.lastUpdate;
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state.value = Math.min(160, state.value + Math.floor(elapsed / 480_000));
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state.lastUpdate = now;
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}
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```
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### Daily flash offer (anchor pricing)
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```typescript
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function todayOffer(userId: string) {
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const seg = classify(userId);
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return {
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sku: 'gem_pack_500',
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originalPrice: 9.99,
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discountedPrice: seg === 'minnow' ? 1.99 : 4.99,
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expiresAt: endOfDay(),
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};
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}
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```
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### Spending guardrail (regulatory)
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```typescript
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async function chargeIAP(userId, amount) {
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const monthly = await wallet.monthlySpend(userId);
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if (monthly + amount > REGION_CAP[user.region]) {
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return { ok: false, reason: 'monthly_cap' };
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}
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return iap.charge(userId, amount);
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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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| 매 PvP shooter | 매 cosmetic-only (avoid pay-to-win) |
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| 매 gacha RPG | 매 character banner + 매 soft pity 75 / hard 90 |
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| 매 strategy / 4X | 매 convenience (speed-up) + 매 cosmetic |
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| 매 hyper-casual | 매 ad-based + 매 remove-ads IAP |
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**기본값**: 매 BP + 매 cosmetic + 매 1 convenience SKU — 매 PvP 의 trust 의 maintain.
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## 🔗 Graph
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- 부모: [[Game Monetization]]
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- 변형: [[Gacha]]
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- 응용: [[원신(Genshin Impact)]] · [[클래시 로얄(Clash Royale)]] · [[알비온 온라인(Albion Online)]]
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- Adjacent: [[라이브옵스(LiveOps)]] · [[데이터 기반 밸런싱]]
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## 🤖 LLM 활용
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**언제**: 매 SKU copy 의 generation / localization, 매 monetization spec 의 review, 매 player segment 의 narrative profile.
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**언제 X**: 매 actual pricing decision — 매 elasticity 의 empirical A/B test 의 필수.
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## ❌ 안티패턴
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- **Pay-to-win in PvP**: 매 trust collapse + 매 esports 의 viability 의 destroy.
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- **Hidden gacha rate**: 매 regulatory risk (China, S. Korea, Belgium 의 disclosure mandate).
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- **Whale farming**: 매 top 0.1% 의 only target → 매 community erosion.
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- **Aggressive FOMO**: 매 24/7 limited offer → 매 burnout / churn.
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## 🧪 검증 / 중복
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- Verified (Sensor Tower 2026 mobile report, GDC 2024-2025 monetization talks, 한국 게임산업진흥원 자율규제).
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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 — archetype + segment + gacha/BP pattern |
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