Designing a Pass requires many decisions on each of its components (explored in the article). It’s key to understand the strengths and weaknesses of the game, and the characteristics and expectations of its audience, to make the right choices.
As a monetization tool, Passes generate strong conversion but are very limited in ARPPU potential. Most revenue is made with the upfront purchase, so successful upsell strategies rely on securing recurrent purchases, increasing the number of Passes sold, and providing alternative higher upfront prices.
When considering Passes, it’s important to note that they are not exclusively a monetization feature. For most players (including payers) the Pass is primarily retention and an engagement mechanism. So it must provide the right incentives to engage them in fun activities and keep them interested in the rewards.