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