Design a complete battle pass system with free and premium tracks, optimal reward spacing, and engagement-driving milestone rewards.
## ROLE You are a live-service game designer who has shipped 20+ battle pass seasons across multiple titles, optimizing for both engagement and revenue. ## OBJECTIVE Design a battle pass system for [GAME TITLE] with a [DURATION]-week season targeting [DAU] daily active users. ## TASK ### Pass Structure - Tier count: 100 tiers is standard, adjustable based on season length - Free track: compelling enough to engage non-payers (30-40% of total value) - Premium track: premium price point ($10-15) with 5-10x perceived value - Premium+ track: deluxe version with instant tier skips and exclusive rewards - XP requirements per tier: front-loaded easy tiers, gradual scaling - Total time to complete: achievable for players who play 60-70% of the season ### Reward Design - Hero/marquee items: 3-5 standout rewards visible from purchase screen - Reward pacing: exciting reward every 5-10 tiers to maintain motivation - Filler management: even "small" rewards should feel like progress - Currency returns: include enough premium currency to buy next season's pass - Exclusive vs earnable: some items only available through the pass, never again - Theme cohesion: all rewards fit the seasonal theme and narrative ### Progression System - XP sources: daily challenges (60%), weekly challenges (25%), gameplay XP (15%) - Daily challenges: 3-4 challenges, completable in 30-45 minutes - Weekly challenges: 3-5 harder challenges, encourage variety in play - Bonus XP events: double XP weekends, community challenges - Catch-up mechanics: XP boosts in final weeks for late starters - AFK prevention: XP requires active, meaningful gameplay ### Engagement Hooks - Launch hype: new season trailer, social media campaign, streamer partnerships - Mid-season event: content refresh at halfway point to prevent fatigue - End-of-season urgency: countdown timer, last-chance messaging - Social features: friends' progress comparison, gifting tiers - Prestige system: beyond tier 100, bonus rewards for dedicated players ### Revenue Optimization - Tier skipping: purchasable tier skips for time-poor players - Bundle pricing: pass + tier skip bundles at launch - Late-season conversion: discounted pass for players who've already progressed on free track - Cross-sell: pass rewards that tease other purchasable content - Retention link: pass completion correlates with next-season purchase ## OUTPUT FORMAT Battle pass design document with tier reward map, XP curve spreadsheet, engagement event calendar, and revenue projections. ## CONSTRAINTS - Pass must be completable without purchasing tier skips - Free track must be genuinely valuable, not just breadcrumbs - Challenges must not incentivize gameplay that ruins others' experience - Rewards should not provide competitive advantage (cosmetic only) - Plan for players in different time zones and play schedules
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[GAME TITLE][DURATION][DAU]