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|Session Name:||Free-to-Play Summit: Don't Pass on Battle Pass: Best Practices for F2P Design|
|Company Name(s):||Double Coconut|
|Track / Format:||Free-to-Play Summit|
Did you know free users get access to 30% of content from the last 2 years?
|Overview:||The Battle Pass seems to have emerged out of nowhere as a top meta-game system in Free to Play mobile games. It's prominence is well-deserved: It's that rare, picture-perfect feature that seems to have it all: nna) Ready-made to highlight and excite with new content every new release / season. nnb) Strong and proven retention-booster -- clear and obvious ability to draw players back in. nnc) Exceptionally good as a way to monetize, especially for converting first-time spenders. nnEven many word games and spritely match-three titles without a hint of battle can benefit from a Battle Pass-like system. nnThis talk will survey the most successful Battle Pass designs to give attendees a set of principles for designing good Battle Pass features, for a variety of genres and player types.|