About the author
Antti Kananen
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
Journal 15 Antti Kananen February 11
Battle Pass systems have become a cornerstone of modern game monetization, spanning across F2P mobile games and premium titles that incorporate live-service elements. Games like Helldivers 2, Brawl Stars, and Fortnite have refined and iterated on these models, making them integral to engagement loops and long-term retention.
However, with increasing saturation, what’s next for these systems? How can they evolve beyond the current engagement-monetization balance? This is where we’ll be focusing in this article, on top of which we’ll cover the current state of these systems.
At their core, Battle Passes (including Event and Season Passes) operate on a simple yet effective model:
Engagement Loop: Players are incentivized to return daily or weekly to complete tasks that progress their pass, maintaining retention.
Monetization Layer: The pass monetizes via a free and premium tier system, offering rewards that justify the purchase while ensuring non-paying players still stay engaged with the ecosystem.
In Brawl Stars, for example, the Brawl Pass adds exclusive characters, skins, and resources to push players toward a purchase while ensuring high levels of engagement. Similarly, Helldivers 2 introduces a layered approach where premium pass holders get faster access to rare war bonds, ensuring both satisfaction and FOMO mechanics play a role.
The success of Battle Passes isn’t purely about progression mechanics — it’s deeply tied to human psychology and physiology:
Commitment Bias: Once players invest time into a Battle Pass, they feel compelled to continue progressing or even spend to reach the finish line.
FOMO and Time-Limited Rewards: Exclusive, seasonal rewards such as cosmetics create urgency, pressuring players into completing the pass before time runs out.
Dopamine and Micro-Wins: Structured progression ensures frequent small rewards, keeping dopamine cycles active and reinforcing engagement.
The IKEA Effect: Players attribute more value to rewards they’ve ‘earned’ rather than simply purchased outright, increasing perceived worth.
While the current Battle Pass formula is successful, it’s potentially due for requiring a transformation at some point. Here are some ways how the system could evolve:
Traditional Battle Passes tie rewards to effort and spending, but what if rewards were based on in-game mastery, creativity, or leadership?
In a system inspired by my article about Intrinsic Monetization (https://gamesalchemy.substack.com/p/intrinsic-monetization-alternative), passes could grant progression based on skill-based challenges, or player contributions to the game world rather than just grinding tasks.
How can Battle Passes leverage social dynamics for monetization?
Inspired by my article about Social Group Monetization (https://gamesalchemy.substack.com/p/25-social-group-monetization-high), a pass that requires cooperative team efforts for unlocking rewards — e.g., a Clan Battle Pass where all members contribute progress collectively, and where rewards could be voted on by the group (reinforcing social buy-in and reducing churn).
What if Battle Passes could introduce more depth?
Instead of only offering linear progression, Battle Passes could introduce vertical progression through e.g., ‘stashable rewards’ that players can choose to hold and accumulate for later — e.g., players unlock a ‘Piggy Bank’ (or vault / stash) that stores bonus rewards, which they can ‘break open’ at key milestones for exponentially better prizes that could need some accumulation.
Vertical progression adds long-term engagement hook, encouraging players to strategically plan their earnings rather than burning through content immediately.
Some additional innovations that could further evolve the system:
Modular Battle Passes: Let players choose themed tracks (e.g., “Weapons Specialist” vs. “Cosmetic Collector”) based on their playstyle.
Dynamic Passes: Personalize the pass based on player behavior — e.g., a casual player gets a different experience than a hardcore grinder.
Event-Specific Battle Passes: Shorter-duration passes (mini-passes) for special in-game events; ensuring fresh revenue streams without major burnout.
With the current market saturation, I strongly see that at some point developers need to think beyond traditional linear pass models.
By integrating intrinsic monetization, social / group mechanics, and new engagement loops like stashed rewards vectors, the next iteration of Battle Passes could drive further not only revenue but also deeper player satisfaction and retention.
As Battle Passes continue to evolve, the challenge is balancing engagement with fair monetization — ensuring players feel empowered rather than exploited. Those who innovate in this space will set the next standard for more sustainable live operations and monetization tied to it.
About the author
Seasoned entrepreneur, executive, director, general manager & project/product lead bringing innovation, technology, startups and games to life!
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