User:ShuqiWan/Battle pass

Concept
Within a video game, a battle pass may be offered free to a player, or may require the player to purchase it through microtransactions. Once obtained, the battle pass presents the player with a number of reward tiers; by earning enough experience 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 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 's 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.

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.