7.7 KiB
7.7 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-게임-경제-설계 | 게임 경제 설계 | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
게임 경제 설계
매 한 줄
"매 faucets × sinks × velocity 의 closed-loop monetary policy". 매 게임 경제는 macroeconomic theory 의 micro-application — currency supply, inflation, time-vs-money trade-off의 deliberate engineering. 2026 standard는 dual-currency (soft/hard) + battle-pass 의 retention engine + LiveOps telemetry loop.
매 핵심
매 핵심 component
- Faucets (currency 의 source): quest reward, daily login, drop, refund.
- Sinks (currency 의 destruction): repair cost, upgrade fee, gacha pull, marketplace tax.
- Currencies: soft (gold, earned) / hard (gems, paid) / event (limited).
- Items: consumable / equipment / cosmetic / progression-gated.
매 monetization model
- F2P + IAP: gacha, battle pass, cosmetic shop.
- Premium + DLC: one-time purchase + expansion.
- Subscription: monthly stipend + perks (FFXIV, WoW).
- Ad-supported: rewarded video, interstitial.
- Web3 / play-to-earn (decline 2024-): NFT, token economy — sustainability issue.
매 응용
- Genshin Impact 의 Primogem dual-currency + 5-star pity (90 pull).
- Path of Exile 의 currency-as-crafting (no fixed gold) — Chaos Orb deflation.
- EVE Online 의 player-driven economy — ISK + PLEX 의 RMT bridge.
- Fortnite 의 V-Bucks + battle pass + item shop rotation.
💻 패턴
1. Faucet/Sink ledger
from dataclasses import dataclass
from collections import defaultdict
@dataclass
class Transaction:
user_id: str
currency: str
amount: int # positive = faucet, negative = sink
source: str # "quest:daily", "sink:repair", "shop:gacha"
timestamp: float
def analyze_economy(txs: list[Transaction], window_days=7):
by_currency = defaultdict(lambda: {'faucet': 0, 'sink': 0})
for tx in txs:
key = 'faucet' if tx.amount > 0 else 'sink'
by_currency[tx.currency][key] += abs(tx.amount)
for cur, d in by_currency.items():
net = d['faucet'] - d['sink']
ratio = d['sink'] / max(d['faucet'], 1)
print(f"{cur}: net={net}, sink/faucet={ratio:.2%}")
# Healthy: ratio in [0.85, 1.05]
2. Gacha pity system
class GachaPity:
def __init__(self, soft_pity=75, hard_pity=90, base_rate=0.006):
self.soft = soft_pity
self.hard = hard_pity
self.base = base_rate
self.counter = 0
def pull(self) -> bool:
self.counter += 1
if self.counter >= self.hard:
self.counter = 0
return True
rate = self.base
if self.counter >= self.soft:
# Linear ramp: 0.6% → 100% over [75, 90]
rate += (self.counter - self.soft) * (1 - self.base) / (self.hard - self.soft)
if random.random() < rate:
self.counter = 0
return True
return False
# Expected pulls to 5-star ≈ 62 (Genshin verified)
3. Battle pass progression
type BattlePass = {
tiers: 100;
xpPerTier: 1000;
weeklyXpCap: number; // anti-burnout
premiumPrice: 950; // Primogem-equivalent
rewardValue: number; // total reward equiv-currency
};
// Healthy ratio: rewardValue / premiumPrice ∈ [1.5, 3.0]
// Engagement: median user 의 50-70% completion in 70-day cycle.
4. Inflation simulation
import numpy as np
def simulate_inflation(faucet_rate, sink_rate, initial_supply, days=365):
supply = [initial_supply]
for d in range(days):
new = supply[-1] + faucet_rate - sink_rate
supply.append(max(0, new))
# CPI-equivalent: track price of standard basket
return np.array(supply)
# Target: weekly inflation < 2%, annual < 50%
5. Whale vs F2P parity check
def progression_gap(whale_spend_usd, f2p_hours):
whale_progress = whale_spend_usd * SPEND_TO_PROGRESS # currency conversion
f2p_progress = f2p_hours * GRIND_RATE
return whale_progress / max(f2p_progress, 1)
# Healthy: ratio < 5x for "fair F2P"; ratio > 50x → P2W backlash
6. Marketplace tax (sink design)
def list_item(seller_id, item, price):
listing_fee = price * 0.05 # 5% upfront sink
deduct_currency(seller_id, listing_fee)
create_listing(item, price)
def buy_item(buyer_id, listing):
market_tax = listing.price * 0.10 # 10% sink on sale
seller_receives = listing.price - market_tax
transfer(buyer_id, listing.seller, seller_receives)
burn_currency(market_tax) # explicit sink
7. Dynamic pricing (event-aware)
def event_price(base_price, demand_multiplier, scarcity):
# demand from telemetry; scarcity 0..1
return round(base_price * demand_multiplier * (1 + scarcity))
# Limited-time skin: scarcity=1 → 2x base price acceptable
8. Cohort LTV calculation
def cohort_ltv(cohort_users, days=180):
revenue = sum(u.total_spend(days) for u in cohort_users)
return revenue / len(cohort_users)
# Segments: whale (>$100/mo), dolphin ($10-100), minnow (<$10), F2P ($0)
# Healthy mobile F2P: top 1% generate 50%+ revenue (Pareto)
9. Engagement-monetization correlation
import scipy.stats as stats
# Avoid extracting from disengaged users
session_minutes = [...]
spend_usd = [...]
r, p = stats.pearsonr(session_minutes, spend_usd)
# Healthy: r > 0.3 (engagement → spend), not r < 0 (whale-only burn)
매 결정 기준
| 상황 | Approach |
|---|---|
| Mobile F2P | Dual-currency + gacha + battle pass + soft pity |
| MMO | Marketplace + crafting sinks + subscription |
| Premium PC | Cosmetic shop + DLC, no gacha |
| Competitive esport | No P2W, cosmetic-only monetization |
| Live service | LiveOps event cycle + battle pass + limited shop |
| Web3 (caution) | Dual-token + sustainable yield (rare success) |
기본값: dual-currency + 70-day battle pass + 90-pull pity + 5-10% marketplace tax sink + telemetry-driven LiveOps.
🔗 Graph
- 부모: Game_Design · Monetization
- 변형: Gacha_Design · Battle_Pass_Design · Virtual_Marketplace
- 응용: Game_Balancing · LiveOps · Player_Retention
- Adjacent: Macroeconomics · Behavioral_Economics · Pareto_Distribution
🤖 LLM 활용
언제: gacha rate sheet 설계 검토, sink/faucet ledger anomaly detection, balance hypothesis brainstorming. 언제 X: 최종 monetization decision (regulatory + ethical 의 designer judgment), 미성년자 gacha disclosure (법적 의무).
❌ 안티패턴
- Pay-to-win (competitive): F2P churn + whale-only retention 의 short-lived.
- Inflation neglect: faucet > sink 의 무관심 → currency 의 worthless.
- Hidden gacha rates: 법적 risk (China, Korea 의 mandated disclosure).
- No spending limits: 미성년자 protection 의 lack — refund + lawsuit.
- Predatory FOMO: limited-time + dark pattern 의 abuse — brand damage.
- Currency proliferation: 5+ currency 의 player confusion.
- No data telemetry: economy 의 blind tuning — disaster.
🧪 검증 / 중복
- Verified (GDC talks 2022-2025, Riot/miHoYo/Supercell economy postmortems, Deconstructor of Fun analyses).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — game economy design full content with patterns |