d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
5.4 KiB
5.4 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-play-and-earn | Play and Earn | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
|
Play and Earn
매 한 줄
"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.
매 핵심
매 P2E vs P&E
- P2E (2021): 매 earning 이 primary motivation. 매 grinding farm. 매 mercenary players → token dump → economy collapse.
- P&E (2024+): 매 fun 이 primary. 매 token 은 long-term retention reward. 매 player base 의 50%+ 가 non-earners 이어도 ok.
- 결정적 차이: 매 game 의 token 없으면 still fun? P&E = yes, P2E = no.
매 economic design pillars
- Sink/Faucet ratio: 매 token issuance ≤ token burn (장기 deflationary 또는 stable).
- Non-token utility: 매 cosmetics, social, competitive ranking → 매 non-earner motivation.
- Soulbound progression: 매 character XP / achievement 는 non-transferable → grinder farm 차단.
- Skill gate: 매 earning rate 가 player skill 에 비례 → bot resistance.
매 응용
- Pixels (Ronin) — 매 farming-sim 으로 daily active 600k+ 유지 (2025).
- Off the Grid (Avalanche) — 매 Battle royale, AAA quality, optional NFT.
- Illuvium — 매 auto-battler + open world, token earning은 ranked play 에 한정.
💻 패턴
Reward emission curve (deflationary)
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.24;
contract PlayAndEarnReward {
uint256 public constant INITIAL_DAILY_EMISSION = 100_000 ether;
uint256 public constant HALVING_PERIOD = 180 days;
uint256 public immutable startTime;
constructor() { startTime = block.timestamp; }
function currentDailyEmission() public view returns (uint256) {
uint256 halvings = (block.timestamp - startTime) / HALVING_PERIOD;
if (halvings >= 10) return 0;
return INITIAL_DAILY_EMISSION >> halvings;
}
}
Skill-gated earning
function earnedTokens(matchResult: MatchResult): number {
const base = matchResult.won ? 10 : 2;
const skillMultiplier = Math.min(matchResult.mmr / 1500, 3.0);
const dailyCapRemaining = getDailyCapRemaining(matchResult.userId);
return Math.min(base * skillMultiplier, dailyCapRemaining);
}
Soulbound progression
contract SoulboundXP is ERC721 {
function _update(address to, uint256 tokenId, address auth)
internal override returns (address)
{
address from = _ownerOf(tokenId);
require(from == address(0) || to == address(0), "Soulbound: non-transferable");
return super._update(to, tokenId, auth);
}
}
Sink: cosmetic burn
async function craftCosmetic(userId: string, cosmeticId: string) {
const cost = COSMETIC_COSTS[cosmeticId];
await burnTokens(userId, cost);
await mintCosmetic(userId, cosmeticId);
await emitTelemetry({ type: 'sink_burn', amount: cost, source: 'cosmetic' });
}
Non-token leaderboard
interface SeasonReward {
rank: number;
cosmetic: string; // soulbound
tokenBonus?: number; // top 10% only
title: string; // permanent
}
Anti-bot detection
def is_likely_bot(user_session) -> float:
signals = {
'click_variance': click_timing_variance(user_session),
'movement_entropy': mouse_path_entropy(user_session),
'session_regularity': cron_like_score(user_session.history),
}
return weighted_sigmoid(signals)
Emission throttle (treasury-controlled)
function adjustEmission(uint256 newDaily) external onlyDAO {
require(newDaily <= currentDailyEmission() * 110 / 100, "Max +10%/epoch");
require(newDaily >= currentDailyEmission() * 90 / 100, "Max -10%/epoch");
dailyEmission = newDaily;
emit EmissionAdjusted(newDaily, treasuryRunwayDays());
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Casual mobile audience | Token-optional (P&E) |
| Hardcore competitive | Skill-gated earning |
| F2P with whales | 매 hybrid IAP + token reward |
| Pure speculation play | 매 avoid — P2E 함정 |
기본값: 매 P&E + skill-gate + soulbound progression.
🔗 Graph
- 변형: Free-to-Play
- Adjacent: LiveOps
🤖 LLM 활용
언제: 매 Web3 game economy design 시 — 매 sustainable token model 이 필요할 때. 언제 X: 매 traditional F2P (token 없이) — overkill.
❌ 안티패턴
- Pure P2E: 매 earning 이 fun 의 substitute. 매 mercenary churn → death spiral.
- Unlimited token mint: 매 inflation. 매 Axie SLP 의 답습.
- Transferable XP: 매 grinder farm. 매 Ronin botting outbreak.
- No sink: 매 token velocity 0. 매 price collapse.
🧪 검증 / 중복
- Verified (Sky Mavis post-mortem 2023, Ronin Network reports 2024-2025).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — P&E vs P2E 구분, sustainable design pillars 추가 |