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free to play – Why do recreation rewards in Battle Passes have rarity ranges?


Many free-to-play video video games function a Trophy Path mechanic, also referred to as Battle Cross/Premium Cross. It presents an alternate development path to gamers past the core recreation within the type of rewards, in addition to appearing each as a participant retention mechanism and a monetisation technique.

TP rewards might be fairly numerous: in-game gadgets, skins, gentle foreign money, emblems… and they’re rewarded to gamers in a sequential style: the extra they play, the extra trophies they get, the extra rewards they earn. There is no such idea as “likelihood” of incomes one thing at a given development degree: TP gadgets are both owned or not.

Furthermore, a given Trophy Path is the similar for everybody enjoying throughout a sure season, which means that some gamers will unlock and get the similar gadgets. Doubtlessly, all gamers would earn these exact same rewards, given sufficient time.

In that case, why do TP rewards function a “rarity” property? Is it a future projection of gamers’ possession for a given merchandise? Or, extra merely, is it only a reinterpretation of the unique thought of rarity, right here used solely as reinforcement of the aspirational worth of the merchandise?

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