In the video game industry, a battle pass or rewards track is a type of monetization approach that provides additional content for a game usually through a tiered system, rewarding the player with in-game items for playing the game and completing specific challenges. Inspired by the season pass ticketing system and originating with Dota 2 in 2013, the battle pass model gained more use as an alternative to subscription fees and loot boxes beginning in the late 2010s. Battle passes tend to offer free passes, which are available to all users, and premium passes that require annual or seasonal charges in exchange for enhanced items and cosmetics.
Battle passes may be given different terms depending on the game. For example, Rocket League and PlayerUnknown's Battlegrounds offer a "Rocket Pass" and "Survivor Pass" respectively. [1] [2]
A battle pass may be offered free to a player, or may require the player to purchase it through microtransactions. Once obtained, the battle pass presents the player with a number of reward tiers; by earning enough experience to complete the tier, the player gains the rewards offered at that tier. These rewards are typically cosmetic in nature, such as character and weapon customization options (also known as "skins"), emotes, and other non-gameplay affecting elements. More desirable rewards are provided at higher levels, which offer a way for players to show off these unique customization options to other players as a status symbol. [3] Experience is gained through normal gameplay, and often through in-game challenges, while some games offer a way to accelerate progression through a battle pass by using microtransactions. [4] In games that offer both free and paid-for battle passes, the free pass may have a very limited number of tiers or offer fewer or less-desirable rewards, but will track player's progression through the paid-for battle pass, allowing them to buy that battle pass at any time to collect the rewards. [4] [5]
Battle passes and the rewards contained are only available for a limited time, most commonly a few months, after which a new season battle pass, with a new set of rewards, is available to be acquired. This approach follows the model of season passes used in other business areas. [6] Most battle pass items are unobtainable after the season ends. [4] This limited availability feeds into the psychological phenomenon of fear of missing out (FOMO), that a player, knowing certain rewards will only be available for a limited time, will be driven to buy and complete the battle pass to assure they have obtained the limited rewards in time, bringing more revenue to the game. [7] To this end, a battle pass's progression towards rewards has to be balanced against expected gameplay time and what gameplay elements contribute towards this to avoid making the progression feel like grinding. For example, Halo Infinite 's multiplayer debuted with a battle pass that was criticized for being too slow in progression, which developer 343 Industries stated they would observe and balance in the future. [8] In contrast, Marvel Rivals allows players to continue to work towards rewards on battle passes they have purchases, even beyond the bounds if the season that the pass was offered for. [9]
One of the first known examples of a battle pass concept was seen in Valve's Dota 2 during an event that surrounded The International 2013, the annual e-sports tournament for the game. [10] Called the "Compendium", it provided unique in-game content and other features for those players that purchased it, with 25% of all revenue made from it going towards the prize pool for the event. [4] [11] In 2016, Valve included the Compendium into the larger International Battle Pass, and later introduced a monthly form of one with their Dota Plus subscription feature in 2018. [12] [13] Valve also added "campaign passes" to Team Fortress 2 with special events in 2015. The campaign pass gave the player that purchased it a number of goals to complete during the event to receive unique customization options. [14] [15]
The popularity of these passes grew significantly in 2018 with the use in Epic Games' Fortnite Battle Royale . Its runaway success on a scale rarely seen before drew great interest towards its monetization methods. The free-to-play game adopted a "season"-driven release schedule, each season lasting about 10-20 weeks, during which a new set of cosmetic items and emotes were offered, with those from the previous pass becoming permanently unobtainable. The newly coined "Battle Pass" was added starting in its second season, during a time when the game was seeing a large growth in its player base and has been used by the game since. [16] Battle passes are purchased through an in-game currency called V-Bucks, which either must be purchased with real-world funds via microtransactions, or earned via Fortnite: Save the World , as well as through the battle pass itself. Analyst Michael Pachter estimated that on the first day of the third season, in February 2018, Epic sold more than five million battle passes, generating over US$50 million in revenue in a single day. [17] With expansion of Fortnite to mobile devices in March 2018, revenue estimates from the game were in the hundreds of millions of dollars per month in the following months, primarily from battle pass sales. [18]
At the same time as Fortnite was becoming a success, the video game industry had been dealing with the issue of loot boxes, another monetization scheme where players spend funds to open boxes containing a random assortment of in-game items. In the late 2010s, loot boxes faced scrutiny from several government-related groups, believing they encouraged gambling, particularly for young players. Battle passes were then seen as a preferable option to loot boxes, as players would be able to see all the rewards they could earn, even if they needed to spend a great deal of time completing all the tiers, assuring players continued to play the game. Further, by offering the means for players to buy into completing tiers, publishers could also see additional revenue. [4]
Coupled with the success of Fortnite's battle pass approach and exhaustion over loot box controversies, other publishers started to evaluate battle pass use, with gaming journalists theorizing that games which formerly relied on loot boxes or worked as a service could begin to offer battle passes as a replacement. [4] [19] An increasing number of mobile games including but not limited to Call of Duty Mobile , PUBG Mobile, Clash Royale , Clash of Clans , and Brawl Stars have started using the battle pass system in their games. [20] Some games, such as Super Animal Royale and Halo Infinite , use non-expiring battle passes, where old battle passes remain purchasable and usable even after their respective season ends, but only one pass may be enabled at a time. [21] [22] Deep Rock Galactic distributes items from seasonal passes into other cosmetic pools when the season concludes so that players are able to access cosmetics even after it has ended. [23]
The debut of Overwatch 2 's battle pass system, replacing the previous loot box system, was criticized by players as Blizzard Entertainment stated that new playable heroes would be available through the free tiers of the battle pass, though could be obtained earlier by paying for the premium battle pass. Blizzard also confirmed that players who miss the free hero during one season would be able to obtain the hero by a free route in future seasons. This was in contrast to Overwatch where all players had access to new heroes for free once they were released. Players considered this change a pay to win approach by Blizzard as well as forcing players to grind to get access to new heroes. [24]
Free-to-play video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which requires a payment before using the game or service. It is also separate from freeware games, which are entirely costless. Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free. Free-to-play games have also been widely criticized as "pay-to-win"—that is, that players can generally pay to obtain competitive or power advantages over other players.
In computing, a theme is a preset package containing graphical appearance and functionality details. A theme usually comprises a set of shapes and colors for the graphical control elements, the window decoration and the window. Themes are used to customize the look and feel of a piece of computer software or of an operating system.
In video games, loot is the collection of items picked up by the player character that increase their power or level up their abilities, such as currency, spells, equipment and weapons. Loot is meant to reward the player for progressing in the game, and can be of superior quality to items that can be purchased. It can also be part of an upgrade system that permanently increases the player's abilities. Loot boxes are a particular type of randomized loot system that consists of boxes that can be unlocked through normal play, or by purchasing more via microtransaction.
Microtransactions (mtx) refers to a business model where users can purchase in-game virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransactions are a staple of the mobile app market, they are also seen on PC software such as Valve's Steam digital distribution platform, as well as console gaming.
Dota 2 is a 2013 multiplayer online battle arena (MOBA) video game by Valve. The game is a sequel to Defense of the Ancients (DotA), a community-created mod for Blizzard Entertainment's Warcraft III: Reign of Chaos. Dota 2 is played in matches between two teams of five players, with each team occupying and defending their own separate base on the map. Each of the ten players independently controls a character known as a hero that has unique abilities and differing styles of play. During a match, players collect experience points (XP) and items for their heroes to defeat the opposing team's heroes in player versus player (PvP) combat. A team wins by being the first to destroy the other team's Ancient, a large durable structure located in the center of each base.
Fortnite: Save the World is a looter shooter survival video game produced by Epic Games, part of the game Fortnite. It is a cooperative and sandbox-style game with elements of tower defense and played in hybrid-third-person, described by Epic as a cross between Minecraft and Left 4 Dead. The game was initially released as a paid-for early access title for macOS, PlayStation 4, Windows, and Xbox One on July 25, 2017, with plans for a full free-to-play release announced in late 2018. Epic eventually opted to move the game to pay-to-play in June 2020. The retail versions of the game were published by Gearbox Software, while online distribution of the PC versions is handled by Epic's launcher.
Heroes of the Storm is a crossover multiplayer online battle arena video game developed and published by Blizzard Entertainment. Announced at BlizzCon 2010, it was released on June 2, 2015 for macOS and Windows. The game features various characters from Blizzard's franchises as playable heroes, as well as different battlegrounds based on Warcraft, Diablo, StarCraft, and Overwatch universes.
Video game monetization is a type of process that a video game publisher can use to generate revenue from a video game product. The methods of monetization may vary between games, especially when they come from different genres or platforms, but they all serve the same purpose to return money to the game developers, copyright owners, and other stakeholders. As the monetization methods continue to diversify, they also affect the game design in a way that sometimes leads to criticism.
Overwatch and Overwatch 2 are online team-based first-person shooters developed by Blizzard Entertainment, and released worldwide in May 2016 and October 2022, respectively. Players select from one of over 30 heroes, broadly classified into the three roles of Tank, Damage, and Support, and work with their team to attack or defend map objectives. Each hero has a unique set of weapons, abilities, and skills, which players use to coordinate with their team to overpower the other. Overwatch supports both casual and ranked matchmaking, as well as a rotating set of arcade modes, and the game has since become a popular esport, featuring the Overwatch League that started in 2018. The game has been both a critical and financial success for Blizzard, exceeding over 30 million players and obtaining over US$1 billion in revenue within its first year.
A battle royale game is an online multiplayer video game genre that blends last-man-standing gameplay with the survival, exploration and scavenging elements of a survival game. Battle royale games involve dozens to hundreds of players, who start with minimal equipment and then must eliminate all other opponents while avoiding being trapped outside a shrinking "safe area", with the winner being the last player or team alive.
A gacha game is a video game that implements the gachapon machine style mechanics. Similar to loot boxes, gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play, and some by purchasing it from the game publisher using real-world funds.
In video game terminology, a loot box is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, or loot, ranging from simple customisation options for a player's avatar or character to game-changing equipment such as weapons and armour. A loot box is typically a form of monetisation, with players either buying the boxes directly or receiving the boxes during play and later buying "keys" with which to redeem them. These systems may also be known as gacha, which is popular in Japan, and may be integrated into gacha games.
In the video game industry, games as a service (GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called "living games" or "live games" since they continually change with these updates.
Call of Duty: Black Ops 4 is a 2018 first-person shooter game developed by Treyarch and published by Activision. It is the fifteenth installment of the Call of Duty series and the fifth entry in the Black Ops sub-series, following Call of Duty: Black Ops III (2015). The game was released on October 12, 2018, for PlayStation 4, Windows, and Xbox One.
Fortnite Battle Royale is a 2017 battle royale video game produced by Epic Games. It was originally developed as a companion game part of the early access version of Fortnite: Save the World, a cooperative survival game, before separating from it and then dropping the early access label on June 29, 2020. Fortnite Battle Royale is offered under a free-to-play model funded by microtransactions and is updated as a live service game; originally released for macOS, PlayStation 4, Windows, and Xbox One, it has since been ported to iOS, Nintendo Switch, and Android, and later as a launch title for Xbox Series X/S and PlayStation 5. Fortnite Battle Royale and its various modes are part of the overall Fortnite platform.
Fortnite is an online video game and game platform developed by Epic Games and released in 2017. It is available in seven distinct game mode versions that otherwise share the same general gameplay and game engine: Fortnite Battle Royale, a free-to-play battle royale game in which up to 100 players fight to be the last person standing; Fortnite: Save the World, a cooperative hybrid tower defense-shooter and survival game in which up to four players fight off zombie-like creatures and defend objects with traps and fortifications they can build; Fortnite Creative, in which players are given complete freedom to create worlds and battle arenas; Lego Fortnite, an open world game collection divided between survival game Lego Fortnite Odyssey and social game Lego Fortnite Brick Life; Rocket Racing, a racing game; Fortnite Festival, a rhythm game; and Fortnite Ballistic, a tactical first-person shooter currently in early access.
Diablo Immortal is a free-to-play, massively multiplayer online action role-playing video game developed by Blizzard Entertainment and NetEase. A mobile game in the Diablo series, it is set between the events of Diablo II and Diablo III. Players control a character of their chosen class: Barbarian, Wizard, Monk, Necromancer, Demon Hunter, Crusader, Blood Knight, or Tempest; they must locate and destroy hidden shards of the Worldstone, to prevent Skarn, the Lord of Damnation, from destroying the world of Sanctuary.
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