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In the video game industry, a battle pass 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 A season ticket, or season pass, is a ticket that grants privileges over a defined period of time. History The '' Oxford English Dictionary'' has illustrative quotations which show the term ''season ticket'' used in the United States in 182 ...
ticketing system and originating with ''
Dota 2 ''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 ...
'' 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 a premium pass that require annual or seasonal charges in exchange for enhanced items and cosmetics.


Concept

Within the video game Fortnite & a few others, a battle pass may be offered free to a player, or may require the player to purchase it through
microtransactions Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransact ...
. Once obtained, the battle pass presents the player with a number of reward tiers; by earning enough
experience Experience refers to conscious events in general, more specifically to perceptions, or to the practical knowledge and familiarity that is produced by these conscious processes. Understood as a conscious event in the widest sense, experience involv ...
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. 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. 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 progress of the player's progression through the paid-for battle pass, allowing them to buy that battle pass at any time to reap the rewards. 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 are available to be acquired. Most battle pass items are unobtainable after the season ends. This limited availability feeds into the psychological phenomenon of
fear of missing out Fear of missing out (FOMO) is the feeling of apprehension that one is either not in the know or missing out on information, events, experiences, or life decisions that could make one's life better. FOMO is also associated with a fear of regret, ...
or 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. 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'' 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. The debut of ''
Overwatch 2 ''Overwatch 2'' is a 2022 first-person shooter by Blizzard Entertainment. As a sequel to the 2016 hero shooter ''Overwatch'', the game intends a shared environment for player-versus-player (PvP) modes while introducing persistent cooperative ...
'' battle pass system, replacing the previous loot box system, was criticized by players as
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded on February 8, 1991, under the name Silicon & Synapse, Inc. by three gradu ...
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 premiere battle pass; Blizzard also confirmed that players that 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 Free-to-play (F2P or FtP) 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 ...
approach by Blizzard as well as forcing players to grind to get access to new heroes. Battle passes may be called different terms depending on the game. For example, '' Rocket League'' and '' PlayerUnknown's Battlegrounds'' offer a "Rocket Pass" and "Survivor Pass" respectively.


History

One of the first known examples of a battle pass concept was seen in
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
's ''
Dota 2 ''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 ...
'' during an event that surrounded The International 2013, the annual e-sports tournament for the game. 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. 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. Valve also added "campaign passes" to ''
Team Fortress 2 ''Team Fortress 2'' is a 2007 multiplayer first-person shooter, first-person shooter game developed and published by Valve Corporation. It is the sequel to the 1996 ''Team Fortress'' Mod (video gaming), mod for ''Quake (video game), Quake'' and ...
'' 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. The popularity of these passes grew significantly in 2018 with the use in
Epic Games Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, ...
' '' 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. 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. 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 Michael may refer to: People * Michael (given name), a given name * Michael (surname), including a list of people with the surname Michael Given name "Michael" * Michael (archangel), ''first'' of God's archangels in the Jewish, Christian an ...
estimated that on the first day of the third season, in February 2018, Epic sold more than five million battle passes, generating over in revenue in a single day. 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. At the same time as ''Fortnite'' was becoming a success, the
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstrea ...
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 Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three ele ...
, 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. Coupled with the success of ''Fortnite'' 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 As a service (AAS) is a business model in which something is being presented to a customer In sales, commerce, and economics, a customer (sometimes known as a client, buyer, or purchaser) is the recipient of a good, service, product or an ...
could begin to offer battle passes as a replacement. An increasing number of
mobile games A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone ( feature phone or smartphone), tablet, PDA to ...
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. 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.
Deep Rock Galactic ''Deep Rock Galactic'' is a cooperative first-person shooter video game developed by Danish studio Ghost Ship Games and published by Coffee Stain Publishing. ''Deep Rock Galactic'' was fully released on May 13, 2020 for Windows and Xbox One a ...
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.


References

{{Video game monetization Business models Video game terminology Video game distribution 2010s neologisms