f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
5.2 KiB
5.2 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-live-operations-liveops | Live Operations (LiveOps) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Live Operations (LiveOps)
매 한 줄
"매 game 의 매 launch ≠ ship — 매 ongoing service 의 매 continuous content + event + balance". 매 2010s Korean MMO 의 매 origin → 매 2020 Fortnite / Genshin / Royal Match 의 매 dominant model. 매 calendar + segment + offer + content 의 매 4-rail orchestration.
매 핵심
매 4 rail
- Calendar: 매 daily / weekly / monthly cadence + season pulse.
- Content: 매 chapter / event / collab drop.
- Economy: 매 sink / source / sale / 매 inflation control.
- Communication: 매 patch note / community / push notification.
매 KPI
- DAU / WAU / MAU.
- D1 / D7 / D30 retention.
- ARPDAU + LTV.
- Event participation rate.
매 응용
- Genshin Impact (41-day banner cycle).
- Royal Match (daily-event empire).
- Fortnite (chapter-season pulse).
- Clash Royale (deck-rotation balance).
💻 패턴
Event scheduler
interface LiveEvent {
id: string;
startUtc: string;
endUtc: string;
segments: string[];
rewardTable: Reward[];
}
function activeEvents(now: Date, all: LiveEvent[], userSeg: string): LiveEvent[] {
return all.filter(e =>
new Date(e.startUtc) <= now &&
new Date(e.endUtc) >= now &&
e.segments.includes(userSeg)
);
}
Segmentation engine
type Segment = 'newbie' | 'engaged' | 'whale' | 'churner' | 'returner';
function segmentUser(p: PlayerProfile, now: number): Segment {
const daysSinceInstall = (now - p.installAt) / 86400_000;
const daysSincePlay = (now - p.lastPlayAt) / 86400_000;
if (daysSincePlay > 7) return 'churner';
if (daysSinceInstall < 7) return 'newbie';
if (p.lifetimeSpend > 500) return 'whale';
if (daysSincePlay < 1 && p.sessionCount30d > 20) return 'engaged';
return 'engaged';
}
Dynamic offer engine
interface Offer { id: string; priceUsd: number; contents: { id: string; qty: number }[]; expiresAt: number; }
function generateOffer(seg: Segment, ctx: GameContext): Offer | null {
if (seg === 'newbie' && ctx.justFailedHardLevel)
return { id:'starter_boost', priceUsd:0.99, contents:[{id:'lives',qty:5}], expiresAt: Date.now()+15*60_000 };
if (seg === 'whale' && ctx.bannerEndsIn < 12*3600_000)
return { id:'whale_finisher', priceUsd:99.99, contents:[{id:'gem',qty:8000}], expiresAt: ctx.bannerEnd };
return null;
}
Hot-config / remote balance
interface LiveConfig { version: number; goldRatePerWin: number; bossHp: Record<string,number>; bannerWeights: Record<string,number>; }
let CONFIG: LiveConfig = INITIAL;
async function pollConfig(): Promise<void> {
const remote = await fetch('https://liveops/cfg').then(r => r.json());
if (remote.version > CONFIG.version) CONFIG = remote;
}
setInterval(pollConfig, 60_000);
A/B test harness
function variant(userId: string, exp: string): 'A' | 'B' {
const h = hash(userId + exp) % 100;
return h < 50 ? 'A' : 'B';
}
function logExposure(userId: string, exp: string, v: 'A'|'B'): void {
analytics.track('exp_exposure', { userId, exp, v, ts: Date.now() });
}
Push-notification scheduler
function maybePush(p: PlayerProfile, now: number): PushPayload | null {
const idle = (now - p.lastPlayAt) / 3600_000;
if (idle > 24 && idle < 72) return { title:'Energy is full!', body:'Come claim your gift.' };
if (p.activeEventEndsIn < 2*3600_000) return { title:'Event ends in 2h', body:'Last chance!' };
return null;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Mid-core RPG | 41-day banner + weekly event + daily quest |
| Casual puzzle | Daily-event + streak + dynamic offer |
| Competitive PvP | Short season (2-4w) + balance-patch cadence |
| Sandbox MMO | Long expansion (6-12mo) + living-world events |
기본값: weekly cadence + monthly content drop + 41-day major arc — 매 modern F2P template.
🔗 Graph
- 부모: Game Monetization Strategy · Live Service
- 응용: Genshin Impact · Fortnite
- Adjacent: Dynamic Offers · Player Retention · Power Creep (Content Treadmills)
🤖 LLM 활용
언제: event calendar drafting, segment-rule design, offer copy generation. 언제 X: 매 final balancing decision (designer + analyst 영역).
❌ 안티패턴
- Over-eventing: 매 too-many-overlapping event 의 매 player fatigue.
- Whale-only design: 매 mid/low spender alienation.
- No-rollback: 매 bad balance patch 의 매 hot-config rollback path 의 X.
🧪 검증 / 중복
- Verified (deconstructoroffun.com, GDC LiveOps talks 2022-2024, Adjust LiveOps report 2024).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full LiveOps 4-rail + scheduler/segment/offer code |