6.6 KiB
6.6 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-love-and-deepspace | Love and Deepspace | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Love and Deepspace
매 한 줄
"매 Love and Deepspace는 Papergames 의 매 3D real-time-rendered otome romance gacha". 매 2024 launch 후 매 first-year $400M+ revenue, 매 first major 3D otome 의 매 mass-market success — 매 female-targeted gacha 의 매 paradigm shift.
매 핵심
매 Genre Innovation
- 3D 실시간 rendering: 매 prior otome (Mr Love, Tears of Themis) 의 매 2D static art vs 매 LADS 의 매 fully 3D animated love-interest models.
- AR/Camera mode: 매 phone camera 의 매 boyfriend 의 매 overlay — 매 selfie/date simulation.
- Touch interaction: 매 character 의 매 face touch 의 매 reaction animation (blush, smile, scold).
매 Monetization Levers
- Memory gacha (cards): 매 SSR memory card 의 매 0.6% rate, 매 90-pull pity, 매 100-pull guarantee.
- Outfit gacha: 매 limited cosmetic gacha for love-interest costumes.
- VIP/season pass: 매 매 monthly + 매 quarterly tier.
매 응용
- Mr Love: Queen's Choice (Papergames 2017) — 매 2D predecessor.
- Tears of Themis (HoYoverse) — 매 mystery-otome variant.
- Project Sekai 의 character-romance (rhythm hybrid).
💻 패턴
Memory gacha pity system
interface PityState {
pulls: number;
hardPity: number; // 100 — guaranteed SSR
softPity: number; // 75 — rate increases linearly
lastSSRpull: number;
}
function pullRate(pity: PityState): number {
if (pity.pulls >= pity.hardPity) return 1.0;
if (pity.pulls < pity.softPity) return 0.006; // base 0.6%
// Soft pity ramps from 0.6% to 50% between 75-99
const progress = (pity.pulls - pity.softPity) / (pity.hardPity - pity.softPity);
return 0.006 + progress * (0.5 - 0.006);
}
Featured-character 50/50 system
# When SSR drops, 50% chance of featured character
# Lose-streak guarantees featured next SSR
def resolve_ssr_drop(state):
if state.lose_streak == 1:
# Guaranteed featured
return state.banner.featured_character
else:
if random() < 0.5:
return state.banner.featured_character
else:
state.lose_streak = 1 # next SSR is guaranteed featured
return random.choice(state.banner.standard_pool)
3D character animation state machine
type EmotionState = 'neutral' | 'happy' | 'sad' | 'shy' | 'angry' | 'love';
class LoveInterestController {
affection: number = 0;
emotion: EmotionState = 'neutral';
onTouch(area: 'face' | 'hand' | 'hair'): EmotionReaction {
// Different areas trigger different reactions based on affection
if (this.affection < 100 && area === 'face') {
return { emotion: 'shy', voiceLine: 'shy_low_affection_v1' };
}
if (this.affection >= 1000 && area === 'face') {
this.emotion = 'love';
return { emotion: 'love', voiceLine: 'love_high_affection_v3' };
}
return { emotion: 'neutral', voiceLine: null };
}
}
AR camera mode integration
// Use ARKit/ARCore to anchor 3D character in real-world space
import { ARSession, ARAnchor } from 'arkit-bridge';
async function startDateMode(loveInterestId: string) {
const session = await ARSession.start({ planeDetection: 'horizontal' });
session.onPlaneDetected(async plane => {
const anchor = await session.addAnchor(plane.center);
await loadCharacterAt(loveInterestId, anchor);
enableTouchInteraction();
});
}
Date scene branching dialog
# Otome dialog tree — choices affect affection
class DialogNode:
def __init__(self, line, choices):
self.line = line # love-interest line
self.choices = choices # [(text, affection_delta, next_node), ...]
# Sample
n1 = DialogNode("저녁 뭐 먹을까?", [
("좋아하는 거 먹자", +5, n2_loving),
("아무거나", -2, n2_dismissive),
("내가 만들어줄게", +10, n2_special),
])
Outfit/skin storage
interface CosmeticInventory {
loveInterestId: string;
ownedOutfits: Set<string>;
equippedOutfit: string;
// Outfits affect 3D model + dialog flavor
}
async function equipOutfit(userId: string, liId: string, outfitId: string) {
const inv = await getInventory(userId, liId);
if (!inv.ownedOutfits.has(outfitId)) throw new Error('NOT_OWNED');
inv.equippedOutfit = outfitId;
await refreshSceneAssets(userId, liId, outfitId);
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Otome game 의 graphical fidelity | 매 3D real-time (LADS standard) vs 매 2D illustrated (legacy) |
| Gacha rate 설계 | 매 0.6% SSR + 매 75/100 pity + 매 50/50 featured |
| Player intimacy mechanic | 매 touch interaction + 매 AR camera |
| Live-ops cadence | 매 6-week character banner + 매 monthly outfit |
기본값: 매 3D rendered otome + 매 dual gacha (memory + outfit) + 매 AR/touch intimacy — 매 LADS canonical formula.
🔗 Graph
- 부모: Gacha Mechanics Analysis · Game Monetization Strategy
- 변형: 포켓몬 마스터즈 EX(Pokemon Masters EX) · Final Fantasy XV- A New Empire
- 응용: Live Operations (LiveOps) · Dynamic Offers · 고래 유저 (Whale Players)
- Adjacent: Player-Experience-Modeling · 하이브리드 수익화 · Algorithmic Rhetoric
🤖 LLM 활용
언제: 매 otome game 의 3D character system design, 매 gacha pity tuning, 매 female-target monetization analysis. 언제 X: 매 male-target shooter / strategy game (매 otome mechanics 의 매 mismatch).
❌ 안티패턴
- 0.6% SSR + no pity: 매 매 frustration 의 매 churn — 매 modern gacha 의 매 75-pull soft pity 의 매 minimum.
- Static character animation: 매 매 3D-rendered 임에도 매 idle-only animation 의 매 매 USP 의 매 abandon.
- Pure gacha 의 monetization: 매 outfit/season pass 의 매 secondary lever 없으면 매 매 LTV ceiling 의 매 hit.
🧪 검증 / 중복
- Verified (Sensor Tower 2024 LADS revenue report, Papergames investor disclosures, Western press reviews).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — LADS 3D-otome paradigm + gacha/AR patterns |