Many online projects have switched to a seasonal content release system in recent years, and each new stage marks the release of a battle pass. The rewards in it are divided into paid and free, and often such items are unique - the player will not be able to get them after the end of the season.
In this regard, battle passes are the ideological mexico whatsapp phone number successors of daily quests, but these mechanics have one important difference - if in the case of dailies, the gamer must log into the game every day in order not to miss the coveted reward, then in the case of battle passes, this fear of loss, which is called FoMO (fear of missing out), does not work so strongly.
The key indicator when developing a battle pass is the time it takes the user to complete it. At the same time, the tasks included in the battle pass should not destroy the basic concept of the project and force the player to do something against his own will.
Ideally, the pass should be designed in such a way that the gamer can decide for himself how much time he is willing to spend on a particular in-game event.
Although the battle pass itself must be purchased, some developers provide players with a lot of free content by including items in the battle pass that do not directly affect gameplay or create imbalances.
Such a reward system is implemented, for example, in Warface: the user, gaining experience within the framework of seasonal events, advances through the battle pass, receiving part of the rewards for free. At the same time, within the framework of the season, he also receives new maps, modes and weapons, for which he does not need to pay.
How to choose monetization mechanics for your project?
Today, developers are increasingly using direct pay-to-win mechanics, focusing on basic gameplay in their projects. Systems that create imbalance in online games are rarely liked by users, so more and more companies are moving to a seasonal model with battle passes that allow them to monetize their products, while increasing the lifespan of the project.
The scandals surrounding loot boxes have led to some countries trying to either ban the system entirely or make it more regulated . As a result, many developers are modifying it to make it as transparent as possible for the end user.
For example, additional content can be distributed through in-game events, but unlike loot boxes, they often evoke less emotion in players, although they provide a similar result, and are less flexible in terms of operation.
Monetization through the sale of cosmetic items can be called the most gentle for players. Moreover, this is one of the simplest ways to monetize a project from the point of view of implementation, but at the same time, developers need to remember an important point: it is almost impossible to create an ideal item that will please absolutely everyone and put the process of generating successful "cosmetics" on stream.
The main thing any developer fights for in the oversaturated gaming market is the gamer's time, and none of the monetization models mentioned will provide the company with increased income from conditionally free projects. The lifespan of such products and their financial success is tied more to the size of the permanent audience than to specific mechanics.
With a competent approach to development, project creators usually put gameplay and basic mechanics first, but it is important to think through monetization mechanics at the very beginning. They should be organically integrated into the project so as not to feel alien. Otherwise, they can either greatly distort the product's positioning or cause an extremely negative reaction from the community.
A monetization system that does not interfere with the gameplay, but rather complements it competently, can be called high-quality.
Why are battle passes so popular?
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