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Battle pass

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190:. 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. 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 120:
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 player's progression through the paid-for battle pass, allowing them to buy that battle pass at any time to collect the rewards.
132:(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 227:, 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. 167:, 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 44: 119:
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,
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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
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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
223:, 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 237:
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
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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.
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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
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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.
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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.
288:, 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. 460: 1005: 581: 177:
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.
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used in other business areas. Most battle pass items are unobtainable after the season ends. This limited availability feeds into the psychological phenomenon of
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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.
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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
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where all players had access to new heroes for free once they were released. Players considered this change a
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A battle pass may be offered free to a player, or may require the player to purchase it through
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battle pass system, replacing the previous loot box system, was criticized by players as
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approach by Blizzard as well as forcing players to grind to get access to new heroes.
1195: 1149: 284: 138: 93: 43: 1089: 1074: 433:"Battle passes are replacing loot boxes, but they're not necessarily a better deal" 398: 260: 243: 1104: 1069: 687:"Team Fortress 2's Gun Mettle update adds CS:GO like weapon skins and campaigns" 299: 272: 254: 125: 70: 961:"Blizzard detail Overwatch 2's season one, and its controversial battle passes" 799:"Fortnite tallied almost $ 300 million in April, with no signs of slowing down" 394:"Why Fortnite's monetisation is easy to copy but its success hard to replicate" 340:"'Rocket League' Director Talks Rocket Pass, Loot Boxes, Bonuses and Penalties" 91:
Battle passes may be given different terms depending on the game. For example,
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have started using the battle pass system in their games. Some games, such as
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could begin to offer battle passes as a replacement. An increasing number of
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The popularity of these passes grew significantly in 2018 with the use in
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One of the first known examples of a battle pass concept was seen in
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subscription feature in 2018. Valve also added "campaign passes" to
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in 2013, the battle pass model gained more use as an alternative to
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For the American Revolutionary War site in New York, see
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offer a "Rocket Pass" and "Survivor Pass" respectively.
517:"Do you buy battle passes, and do you complete them?" 461:"Fortnite loot box and Battle Pass beginner's guide" 1158: 1115: 1052: 1021: 880:"Super Animal Royale Season 2 Start Date Announced" 426: 424: 422: 420: 418: 416: 907:"Halo Infinite's battle passes will never expire" 487:Joseph, Daniel (2021). "Battle pass capitalism". 47:An example of a Battle Pass screen from the game 204:in revenue in a single day. With expansion of 999: 8: 196:, as well as through the battle pass itself 1006: 992: 984: 827:"What Fortnite's Battle Pass gets right" 311:future seasons. This was in contrast to 34:. For the Battle Pass Scenic Byway, see 330: 933:Earle, Sharnelle (February 12, 2022). 603:D'Anastasio, Cecilia (June 21, 2018). 73:ticketing system and originating with 7: 631:Thursten, Chris (January 26, 2016). 605:"Battle Passes Are So Hot Right Now" 769:Valentine, Rebekah (May 25, 2018). 219:had been dealing with the issue of 959:Wheeler, CJ (September 15, 2022). 741:Saed, Sherif (December 15, 2017). 584:from the original on July 14, 2017 25: 713:Meija, Ozzie (January 24, 2019). 572:Van Allen, Eric (July 13, 2017). 431:Davenport, James (July 5, 2018). 905:Goslin, Austen (June 14, 2021). 825:Ashley, Clayton (May 21, 2018). 459:Carter, Chris (March 26, 2018). 338:Wright, Steven (June 19, 2018). 163:during an event that surrounded 27:Type of video game monetization 797:Parker, Jason (May 24, 2018). 57:In the video game industry, a 1: 685:Wilson, Nick (July 2, 2015). 246:including but not limited to 100:PlayerUnknown's Battlegrounds 1176:IP protection of video games 392:Jordan, Jon (July 2, 2018). 230:Coupled with the success of 215:was becoming a success, the 490:Journal of Consumer Culture 1233: 1166:Advertising in video games 29: 1171:Digital rights management 503:10.1177/1469540521993930 193:Fortnite: Save the World 1212:Video game distribution 1015:Video game monetization 1207:Video game terminology 308:Blizzard Entertainment 187:Fortnite Battle Royale 165:The International 2013 54: 50:Fortnite Battle Royale 32:Battle Pass (Brooklyn) 67:monetization approach 46: 1034:Downloadable content 1029:Digital distribution 211:At the same time as 1181:Video game industry 860:. 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Index

Battlepass
Battle Pass (Brooklyn)
Wyoming Highway 70

Fortnite Battle Royale
monetization approach
season pass
Dota 2
subscription fees
loot boxes
Rocket League
PlayerUnknown's Battlegrounds
microtransactions
experience
season passes
fear of missing out
grinding
Halo Infinite
Valve
Dota 2
The International 2013
Dota Plus
Team Fortress 2
Epic Games
Fortnite Battle Royale
Fortnite: Save the World
video game industry
loot boxes
gambling
as a service

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