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Games-as-a-service is one of the most competitive genres in gaming in general. Every company wants to have its own successful game that constantly generates revenue, likeWarzoneorFortnite.

The South Korean studio Nexon developedThe First Descendant, one of the most recent launches. In a recent interview with the game’s director, he revealed one of the strategies he borrowed fromHelldivers 2regarding the Battle Pass and how to manage it long-term.
Following in the Footsteps of Helldivers 2, The First Descendant’s Battle Pass Will Be Permanent
Launched on June 30,The First Descendantachieved great successfor the studio, attracting over 10 million players to this new free-to-play title. It offers third-person action gameplay, mixing mechanics with weapons and special abilities, all in cooperative PvE combat.
Unfortunately, the game has been losing users in recent weeks, and the studio is looking for ways to regain attention.

One of The First Descendant Players Hasn’t Seen Daylight Since Launch, But They Have Completed the Game
In a recentinterview, the game’s director, Minseok Joo, discussed the progression system and other game details. Nexon’s development of this title aims to set itself apart from other games by providing a more enduring experience, similar toHelldivers 2and its various Warbonds that remain valid even after the release of a new one.
It doesn’t go away, so you’re able to always come back. Wherever you left, it’s going to stay. Even if you come back after a couple of months, it’s going to be there for you. We’re very well aware that the materials that players acquire from looting is very important, and we don’t want to take it away.

The director explains that the title aims to allow players to pursue rewards for a limited time without interfering with their enjoyment of the game.
This Title Demonstrates How to Follow a Strategy That Is Effective
Despite its surprising popularity,Helldivers 2managed to offer something quite innovative regarding its Battle Pass, called Warbond.
While this strategy poses a risk by not imposing a time limit on players to obtain these rewards, it also benefits the game as it allows for organic achievement and maintains player attention. Nexon’s game will follow this same strategy, which is more than effective.

According to the director ofThe First Descendant, the studio’s idea is to give players the ability to choose the rewards they want and pursue them at their own pace without any rush.
5 of the Hardest Bosses in The First Descendant You’ll Want a Friend For
This allows the community to enjoy the game without pressure and have the freedom to seek specific rewards. It was also difficult to balance all the characters and weapons in the game, according to Joo.
Nexon’s title enjoyed enormous success in its early days butis now struggling to keep its players interested. A large part of the community has complained that the microtransactions in these games are too aggressive, making it too difficult to obtain basic things for the characters.

However, the director anticipates releasing a significant amount of content to entice players once more.
What are your thoughts on the director’s decision to take this strategy? Let us know in the comments!
Lucas Lapetina
Articles Published :1102
I’m a big fan of movies and videogames in general. I really love Pokémon and Godzilla. One of my favorite games is The Last of Us, Part II. A compelling and well-written story is always welcome.