Why do you have to earn something you paid for?

March 7, 2026

Introduction

There are a lot of methods of microtransactions and monetization in gaming. For the most part, there is nothing inherently wrong with that. Developers need to make money so that they can continue supporting their games, paying employees, and funding future content. However, some forms of monetization are far better than others, and while battle passes are not as blatantly predatory as loot boxes, they are still a bad way to sell content to players.


Battle Passes

Imagine if you were to go to the store to buy some candy. You get yourself a chocolate bar and go to the self-checkout. However, as soon as you are about to open it, an officer comes toward you and tells you that you have to burn 500 calories before you are allowed to eat it. That is basically what a battle pass is.

Battle passes sell cosmetics and other rewards through a leveling system. Instead of simply buying a skin and receiving it, the player buys access to a reward track and then has to play the game enough to unlock the items they paid for. Usually, this means leveling up through matches, challenges, or experience points until the player reaches the later tiers where the most desirable rewards are often placed. Many games also make battle passes seasonal, meaning they are only available for a limited amount of time before they are replaced.

To be fair, battle passes are much more honest than loot boxes. Loot boxes sell randomness. Battle passes usually show you exactly what you can get. But that does not make them good. Being less predatory than loot boxes is not the same thing as being respectful to the player. The core problem with battle passes is simple: you are paying for content, but instead of receiving that content immediately, you are paying for the opportunity to work toward it before time runs out.


Why are they bad?

One of the biggest reasons battle passes are bad is that they are built around FOMO. FOMO stands for "fear of missing out." It is the fear that if you do not act now, you may lose your chance forever. Battle passes are designed around exactly that fear. A player sees a skin they want, knows it is tied to a limited-time pass, and feels pressure to buy in and keep playing before the season ends.

This is not just speculation. Official publisher pages openly describe battle passes as time-limited systems. Ubisoft's Rainbow Six Siege battle pass page says its battle pass is time limited, cannot be progressed once it ends, and includes exclusive rewards. In other words, if the player does not finish in time, the content is gone.

That creates a system where the player is not just buying cosmetics. They are buying urgency.

Battle passes also do not respect the player's time. Not everyone has the same schedule. Some players have work, school, hobbies, or other games they want to play. A normal transaction respects that. You pay for something, and you get it. A battle pass does the opposite. It says, "You paid for this, but whether you actually get all of it depends on whether your schedule allows you to grind enough before the deadline." That is not a fair purchase. That is a timed obligation.

Research on microtransactions backs this up. One 2023 study on player experiences with microtransactions found that players who engaged with battle-pass microtransactions often felt a sense of obligation to continue playing after purchasing them, and that negative views of battle passes were tied to the time investment and difficulty involved in leveling them up.

Another problem is that battle passes turn games into chores. The best way to keep players engaged is to make a game they genuinely want to play. Battle passes often do the opposite by creating artificial reasons to log in. Instead of playing because the game is fun, the player starts playing because they feel like they have to finish challenges, level up tiers, and avoid wasting the money they already spent.

Scholar Daniel Joseph describes the battle pass as part of the wider "monetization layer" of modern games rather than just a harmless reward system. That matters because it shows that battle passes are not just extra content for players to enjoy; they are a business tool meant to keep players tied to a game's economy and progression loop.

Supporters of battle passes often argue that they reward active players. But that argument falls apart once money is involved. It makes sense for someone who plays more to unlock more through normal gameplay. It makes far less sense when players have already paid.

Some people also argue that battle passes are fine because they are only cosmetic. But whether something affects gameplay is not the only issue. Cosmetics still matter to players. People buy them because they want to customize their experience or express themselves. A system can still be manipulative even if the rewards are cosmetic.

Another defense is that battle passes fund live-service games. That may be true, but it does not justify the design. Developers can sell skins directly, offer bundles, sell expansions, or create optional cosmetic packs that the player actually receives when they purchase them.

A good example of this comes from Halo Infinite. Halo Infinite's official FAQ says that its battle passes do not expire and remain permanently available. That is a far better system than the standard seasonal model because it removes much of the deadline pressure that makes battle passes so frustrating in the first place.


Conclusion

At the end of the day, the biggest issue with battle passes is not that they contain skins, progression, or seasonal content. The problem is that they combine those things with payment and time pressure. A normal purchase is simple: you pay, and you receive the product. A battle pass changes that into something much worse: you pay, and then you are expected to work for the right to claim what you already bought before it disappears.

That is why battle passes are such a bad form of microtransaction. They do not just sell content. They sell urgency. They do not just reward players for playing. They pressure players into playing more than they otherwise would. And instead of respecting the player's money and time, they turn both into resources to be exploited.

A game should earn engagement by being good enough that people want to come back to it. It should not have to create a paid checklist and a ticking clock just to keep players around.


Works Cited

Gibson, Eleanor, et al. "Videogame Player Experiences with Micro-Transactions: An Interpretative Phenomenological Analysis." Computers in Human Behavior Reports, 2023.

Joseph, Daniel. "Battle Pass Capitalism." Journal of Consumer Culture, vol. 21, no. 1, 2021, pp. 68–83.

Battle Pass | Tom Clancy's Rainbow Six Siege - Ubisoft

Halo Infinite Battle Pass & Free-to-Play FAQ - Halo Support