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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

5.0 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-부분-유료화-free-to-play-게임 부분 유료화(Free-to-Play) 게임 10_Wiki/Topics verified self
F2P
Free-to-Play
부분유료
프리투플레이
none A 0.9 applied
f2p
monetization
mobile
gacha
battle-pass
2026-05-10 pending
language framework
typescript nodejs

부분 유료화(Free-to-Play) 게임

매 한 줄

"매 entry 의 free + 매 in-game purchase 의 monetize". 매 2000s Asian PC MMO 에서 출발 — 매 2010s mobile 의 dominant model. 매 2026 의 industry: 매 mobile gross revenue 의 약 ~80% + 매 console / PC 의 hybrid F2P (Fortnite, Apex, Marvel Rivals) 의 mainstream.

매 핵심

매 monetization archetype

  • Cosmetic-only: 매 Fortnite / Valorant — 매 pay-for-look.
  • Convenience: 매 Genshin resin refresh — 매 pay-for-time.
  • Power (gacha): 매 Honkai / Diablo Immortal — 매 pay-for-stat.
  • Battle pass: 매 across all archetype — 매 standardize 됨 (2018+).

매 player segment

  • Whale (top 1%, ~50% revenue).
  • Dolphin (next 10%, ~30%).
  • Minnow (next ~30%, ~20%).
  • Free (60%+, 매 0 revenue + 매 retention/ecosystem 의 contribute).

매 design lever

  • Pacing wall: 매 free progression 의 deliberate slow.
  • Premium currency: 매 dual-currency 의 obfuscate price.
  • Limited offer: 매 24h flash sale + 매 anchor pricing.
  • Soft / hard pity: 매 gacha 의 expected-value floor.

💻 패턴

Dual currency (premium / soft)

class Wallet {
  gems: number = 0;   // premium (paid)
  coins: number = 0;  // soft (earned)
  spend(cost: { gems?: number; coins?: number }) {
    if ((cost.gems ?? 0) > this.gems) return false;
    if ((cost.coins ?? 0) > this.coins) return false;
    this.gems  -= cost.gems  ?? 0;
    this.coins -= cost.coins ?? 0;
    return true;
  }
}

Gacha with soft + hard pity

function pull(state: GachaState) {
  state.pullsSinceSSR++;
  const baseRate = 0.006;
  const softFloor = state.pullsSinceSSR >= 75
    ? baseRate + (state.pullsSinceSSR - 74) * 0.06
    : baseRate;
  const isSSR = state.pullsSinceSSR >= 90 || Math.random() < softFloor;
  if (isSSR) state.pullsSinceSSR = 0;
  return { isSSR, pity: state.pullsSinceSSR };
}

Battle pass tier

function unlockedRewards(xp: number, hasPremium: boolean, season: Season) {
  const tier = tierFromXP(xp, season);
  return season.rewards
    .slice(0, tier)
    .filter(r => hasPremium || r.track === 'free');
}

Time-gated resin

function regenResin(state: ResinState, now: number) {
  const elapsed = now - state.lastUpdate;
  state.value = Math.min(160, state.value + Math.floor(elapsed / 480_000));
  state.lastUpdate = now;
}

Daily flash offer (anchor pricing)

function todayOffer(userId: string) {
  const seg = classify(userId);
  return {
    sku: 'gem_pack_500',
    originalPrice: 9.99,
    discountedPrice: seg === 'minnow' ? 1.99 : 4.99,
    expiresAt: endOfDay(),
  };
}

Spending guardrail (regulatory)

async function chargeIAP(userId, amount) {
  const monthly = await wallet.monthlySpend(userId);
  if (monthly + amount > REGION_CAP[user.region]) {
    return { ok: false, reason: 'monthly_cap' };
  }
  return iap.charge(userId, amount);
}

매 결정 기준

상황 Approach
매 PvP shooter 매 cosmetic-only (avoid pay-to-win)
매 gacha RPG 매 character banner + 매 soft pity 75 / hard 90
매 strategy / 4X 매 convenience (speed-up) + 매 cosmetic
매 hyper-casual 매 ad-based + 매 remove-ads IAP

기본값: 매 BP + 매 cosmetic + 매 1 convenience SKU — 매 PvP 의 trust 의 maintain.

🔗 Graph

  • 부모: Game Monetization
  • 변형: Gacha
  • 응용: 원신(Genshin Impact) · 클래시 로얄(Clash Royale) · 알비온 온라인(Albion Online)
  • Adjacent: 라이브옵스(LiveOps) · 데이터 기반 밸런싱

🤖 LLM 활용

언제: 매 SKU copy 의 generation / localization, 매 monetization spec 의 review, 매 player segment 의 narrative profile. 언제 X: 매 actual pricing decision — 매 elasticity 의 empirical A/B test 의 필수.

안티패턴

  • Pay-to-win in PvP: 매 trust collapse + 매 esports 의 viability 의 destroy.
  • Hidden gacha rate: 매 regulatory risk (China, S. Korea, Belgium 의 disclosure mandate).
  • Whale farming: 매 top 0.1% 의 only target → 매 community erosion.
  • Aggressive FOMO: 매 24/7 limited offer → 매 burnout / churn.

🧪 검증 / 중복

  • Verified (Sensor Tower 2026 mobile report, GDC 2024-2025 monetization talks, 한국 게임산업진흥원 자율규제).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — archetype + segment + gacha/BP pattern