139 lines
3.9 KiB
Markdown
139 lines
3.9 KiB
Markdown
---
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id: wiki-2026-0508-하이브리드-캐주얼-hybrid-casual
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title: 하이브리드 캐주얼(Hybrid-Casual)
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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: [Hybrid-Casual, Hybrid Casual]
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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: [hybrid-casual, monetization, mobile]
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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: csharp
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framework: unity
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---
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# 하이브리드 캐주얼(Hybrid-Casual)
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## 매 한 줄
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> **"매 hyper-casual 의 wide funnel + casual 의 deep retention"**. 매 2022-2026 모바일 트렌드 — 매 install volume 은 hyper-casual 처럼 IAA 로 buy, 그러나 retention/monetization 은 casual 처럼 meta-game + IAP 로 deepen. 매 LTV/CPI ratio 가 hyper-casual 대비 3-5x 개선.
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## 매 핵심
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### 매 hyper vs hybrid 차이
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- **Hyper-casual**: IAA only, D7 < 10%, LTV $0.20.
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- **Hybrid-casual**: IAA + IAP, D7 20-30%, LTV $1-3.
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- **Casual**: IAP-primary, D7 30-40%, LTV $5+.
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### 매 핵심 요소
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- **Core loop**: hyper-casual 수준의 simple, snackable.
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- **Meta layer**: progression, characters, base building.
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- **Monetization mix**: rewarded video + IAP (cosmetic / boost / no-ads).
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- **Live-ops**: 이벤트, 시즌 패스 (간소화 버전).
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### 매 응용
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1. Royal Match: puzzle + decoration meta.
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2. Match Factory: match-3 + factory progression.
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3. Survivor.io: bullet hell + character/weapon meta.
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## 💻 패턴
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### Core loop + meta
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```csharp
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public class GameSession : MonoBehaviour {
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public void RunLevel(int levelId) {
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var result = playLevel(levelId);
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if (result.success) {
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metaProgression.AddXP(result.xpReward);
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metaProgression.AddCoins(result.coinReward);
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ShowRewardedAdOffer(result.coinReward * 2);
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}
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}
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}
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```
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### Rewarded video doubling
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```csharp
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public void OfferDoubleReward(int baseAmount) {
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rewardedAd.Show(success => {
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if (success) {
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wallet.Add(baseAmount); // already given
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wallet.Add(baseAmount); // doubled via ad
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}
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});
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}
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```
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### Meta progression
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```csharp
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public class Decoration {
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public int unlockCost;
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public int unlocksAtLevel;
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public bool CanUnlock(Player p) =>
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p.level >= unlocksAtLevel && p.coins >= unlockCost;
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}
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```
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### Soft-currency funnel
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```csharp
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public int CoinsPerSession(Player p) {
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int baseCoins = 100;
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if (p.watchedRewardedAd) baseCoins *= 2;
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if (p.hasBattlePass) baseCoins = (int)(baseCoins * 1.5f);
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return baseCoins;
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}
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```
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### Ad-removal IAP
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```csharp
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public class NoAdsIAP {
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public void Purchase() {
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IAP.Buy("no_ads_pack", () => {
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PlayerPrefs.SetInt("no_ads", 1);
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adManager.DisableInterstitials();
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});
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}
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}
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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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| Wide-funnel mobile | Hybrid-casual core |
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| Mid-core RPG | 기존 casual 모델 |
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| Premium console | 비적합 |
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| Hyper-casual scaling | Hybrid 로 evolution |
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**기본값**: simple core + meta layer + IAA-primary, IAP-augment.
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## 🔗 Graph
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- 부모: [[게임 수익화 모델]] · [[하이브리드 수익화 (Hybrid Monetization)]]
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- 변형: [[하이브리드 캐주얼(Hybrid-casual)의 하이브리드 수익화 모델]]
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- 응용: [[인앱 광고(IAA)]] · [[인앱 구매(IAP)]]
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- Adjacent: [[고객 유지율(Retention)]]
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## 🤖 LLM 활용
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**언제**: hybrid-casual game design, hyper→hybrid evolution, meta layer 설계.
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**언제 X**: hardcore RPG, console premium, pure hyper-casual.
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## ❌ 안티패턴
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- **Meta 없는 hyper**: 매 LTV 평탄.
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- **Heavy IAP early**: 매 wide-funnel 망가뜨림.
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- **Complex onboarding**: 매 hyper-casual install audience 가 churn.
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## 🧪 검증 / 중복
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- Verified (Voodoo / Supersonic 2025 hybrid-casual reports).
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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 — hybrid-casual 정리 (core loop + meta, ad-IAP mix) |
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