144 lines
5.5 KiB
Markdown
144 lines
5.5 KiB
Markdown
---
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id: wiki-2026-0508-미호요-mihoyo
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title: 미호요(miHoYo)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [miHoYo, HoYoverse, 호요버스, 원신 개발사]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-studio, gacha, live-service, anime, china]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C#
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framework: Unity
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---
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# 미호요(miHoYo)
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## 매 한 줄
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> **"매 anime gacha 의 global standard 를 만든 Shanghai studio"**. 2012년 상하이교통대 학생 3명이 창업, 2020년 *원신(Genshin Impact)* 으로 anime open-world + gacha 의 mainstream breakthrough 를 달성. 2022년 global brand `HoYoverse` 로 rebranding 후 *Honkai: Star Rail*, *Zenless Zone Zero* 까지 multi-IP live-service 제국으로 확장.
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## 매 핵심
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### 매 회사 구조
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- **본사**: 상하이 (Shanghai), 중국. 매 Mihayou Network Technology Co., Ltd.
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- **창립**: 2012년, Cai Haoyu (CEO) / Liu Wei / Luo Yuhao 3인 공동창업.
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- **Global brand**: HoYoverse (2022~). 매 중국 외 시장은 모두 HoYoverse 명의.
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- **추정 매출**: 2024년 기준 $4B+/year, 매 *원신* + *Star Rail* 합산 mobile gacha top 3 글로벌.
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### 매 주요 IP
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- **崩坏(Honkai) 시리즈**: Honkai Gakuen 2 (2014), Honkai Impact 3rd (2016), Honkai: Star Rail (2023). 매 turn-based RPG 로 pivot.
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- **원신(Genshin Impact)** (2020): 매 anime open-world + elemental reaction combat. 매 Breath of the Wild 에서 영감 + gacha BM.
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- **Zenless Zone Zero (ZZZ)** (2024): urban fantasy action ARPG.
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- **崩坏: 因果律 (Honkai: Nexus Anima)** (2026 예정): 매 latest announce.
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### 매 기술 stack
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- **Engine**: Unity (HDRP 매 heavily customized). ZZZ 부터 매 in-house deferred renderer fork.
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- **Server**: 자체 distributed backend (gRPC + custom protocol). 매 cross-platform save sync.
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- **Anti-cheat**: mhyprot2.sys (Windows kernel driver) — 매 controversial.
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- **Localization**: 13+ languages with full voice acting (EN/JP/KR/CN).
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## 💻 패턴
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### Gacha pity system (확률 보장)
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```csharp
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// Genshin-style soft pity at 74, hard pity at 90
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public class GachaPity {
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private int pulls = 0;
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private const int SOFT_PITY = 74;
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private const int HARD_PITY = 90;
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public bool Roll5Star(System.Random rng) {
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pulls++;
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float baseRate = 0.006f;
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float rate = pulls < SOFT_PITY ? baseRate
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: pulls >= HARD_PITY ? 1.0f
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: baseRate + (pulls - SOFT_PITY + 1) * 0.06f;
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if (rng.NextDouble() < rate) { pulls = 0; return true; }
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return false;
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}
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}
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```
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### Elemental reaction (Genshin)
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```csharp
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public enum Element { Pyro, Hydro, Cryo, Electro, Anemo, Geo, Dendro }
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public static float ApplyReaction(Element atk, Element aura, float dmg) {
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return (atk, aura) switch {
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(Element.Pyro, Element.Hydro) => dmg * 1.5f, // Vaporize
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(Element.Hydro, Element.Pyro) => dmg * 2.0f, // Reverse Vaporize
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(Element.Pyro, Element.Cryo) => dmg * 2.0f, // Melt
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(Element.Electro, Element.Hydro) => dmg * 1.0f, // Electro-Charged
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(Element.Dendro, Element.Hydro) => dmg * 2.0f, // Bloom
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_ => dmg
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};
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}
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```
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### Live-service version cadence
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```yaml
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# Genshin / Star Rail 6-week patch cycle
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patch_cycle: 42_days
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phases:
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- day_0: major_version_release # 4.0, 4.1, ...
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- day_21: phase_2_banner # mid-version character swap
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- day_35: preview_livestream # next version
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- day_42: next_major
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```
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### Cross-save backend (MiHoYo Account)
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```python
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# Sketch of unified account → game-shard mapping
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def resolve_shard(account_id: str, game: str, region: str) -> str:
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return f"{game}-{region}-{hash(account_id) % SHARDS_PER_REGION}"
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```
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### Hoyolab community API
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```http
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GET https://bbs-api.hoyolab.com/community/post/wapi/getNewListByTopic
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?topic_id=... &page=1&size=20
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Cookie: ltoken=...; ltuid=...
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DS: <signed timestamp + secret hash> # 매 in-house DS header signing
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| anime open-world reference | *Genshin* gameplay loop study |
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| gacha BM 설계 | 50/50 + pity (Genshin standard) |
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| turn-based gacha | *Honkai: Star Rail* 의 SP/Ult system |
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| urban action gacha | *ZZZ* 의 chain combo system |
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**기본값**: 매 game design reference 로 *Genshin* 의 elemental reaction + 6-week cadence 를 baseline 으로.
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## 🔗 Graph
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- 부모: [[Game_Studios]] · [[Gacha_Games]]
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- 변형: [[HoYoverse]] · [[Cognosphere]]
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- 응용: [[원신(Genshin_Impact)]] · [[Honkai_Star_Rail]] · [[Zenless_Zone_Zero]]
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- Adjacent: [[Live_Service_Games]] · [[Monetization (BM)]] · [[Pity_System]]
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## 🤖 LLM 활용
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**언제**: anime gacha design reference, live-service cadence benchmark, Chinese game industry context.
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**언제 X**: PvP-centric / esports / non-anime western RPG design.
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## ❌ 안티패턴
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- **"miHoYo = HoYoverse"**: 매 같은 회사지만 매 China-only 운영은 mihoyo.com, global 은 hoyoverse.com 으로 entity 분리.
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- **"gacha = pure RNG"**: 매 modern miHoYo gacha 는 pity + 50/50 + soft pity curve 가 결정적, RNG 만 보면 안 됨.
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- **"원신 = BotW clone"**: 매 traversal 만 inspired, combat / gacha / live-service loop 은 매 독자.
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## 🧪 검증 / 중복
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- Verified (HoYoverse 공식 press kit, Sensor Tower 2024 mobile revenue report).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — miHoYo studio profile + IP catalog + tech stack |
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