This study aims to identify the structural design principles of Battle Pass systems operating in the mobile MMORPG genre, based on design data derived from real service cases of six major games. While previous studies have tended to address battle pas...
This study aims to identify the structural design principles of Battle Pass systems operating in the mobile MMORPG genre, based on design data derived from real service cases of six major games. While previous studies have tended to address battle passes in a fragmentary manner—as alternatives to probabilistic monetization models or as isolated reward mechanisms—this research interprets the Battle Pass as an integrated operational system and proposes a structural framework for its analysis.
Methodologically, six top-grossing mobile MMORPGs in the domestic market were selected as research subjects. Their Battle Pass systems were analyzed using both quantitative and qualitative approaches, focusing on season cycle structures, free and paid track systems, stage-based reward distribution, mission progression design, and reward category composition. Through this analysis, the study identifies not only differences among individual games but also recurring design patterns common to the MMORPG genre.
The findings reveal several core characteristics of MMORPG Battle Pass systems. First, reward structures are primarily organized around material-based growth rewards, probabilistic summoning mechanisms that stimulate anticipation, and design approaches premised on progression gap structures among players, all of which are closely aligned with the competitive and cooperative dynamics inherent to MMORPGs. Second, stage-based reward structures consistently follow a three-phase pattern—early-stage expectation formation, mid-stage perceived growth, and late-stage completion—indicating that the Battle Pass functions as a temporal design mechanism that regulates player engagement rhythms and psychological flow. Third, free tracks are designed to provide experiential access while limiting utility, thereby encouraging natural conversion to paid tracks, whereas paid tracks emphasize high-utility, refund-oriented, and scarcity-based rewards to enhance monetization satisfaction and growth efficiency. Fourth, the single-reward and single-track models observed in Lineage 2M and Lineage W demonstrate that Battle Pass systems are structurally flexible monetization frameworks that can be adapted according to a game’s monetization strategy and core user segments.
By explaining Battle Pass systems through the interactions among reward categories, stage-based distribution, and track structures, this study presents a systematic design framework for analyzing Battle Passes in the MMORPG genre. The findings can serve as a reference framework for game planning and live operations processes, particularly in structuring reward systems, conversion strategies, and growth loop integration. Furthermore, the study contributes to the expansion of academic discourse on Battle Pass systems by suggesting future research directions, including cross-genre comparative analysis, quantitative validation based on player behavior data, and AI-driven reward design automation.