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sport design – Why do reward objects in Battle Passes have rarity ranges?


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

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

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

If that’s the case, why do granted objects have a “rarity”? Is it a couple of future projection of gamers’ possession for a given merchandise? Or, extra merely, is it only a reinterpretation of the unique concept of rarity, right here used solely as reinforcement of the aspirational worth of the merchandise?

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