$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-premium-pass-auditAudit an existing or proposed premium pass (battle pass, season pass) for value proposition integrity, progression health, free track balance, reward pacing, engagement loop quality, and economy impact. Use when evaluating a pass before launch, diagnosing why a pass is underperfo
| 1 | # Game Design Premium Pass Audit |
| 2 | |
| 3 | Audit a premium pass as a complete monetization and engagement system — not just a reward list, but a time-bounded contract between the player and the game. The pass makes a promise: pay this price, invest this time, and receive this value. The audit evaluates whether that promise is honest, achievable, and motivating for the right reasons. |
| 4 | |
| 5 | ## Core principle |
| 6 | |
| 7 | A premium pass that players feel obligated to complete is not the same as one they want to complete. Obligation drives short-term revenue and long-term churn. The audit's job is to find where the design relies on compulsion instead of desire — and where genuine value is being left on the table. |
| 8 | |
| 9 | --- |
| 10 | |
| 11 | ## What to produce |
| 12 | |
| 13 | 1. **Audit target** — what is being reviewed and its context |
| 14 | 2. **Value proposition audit** — does the price feel worth it? |
| 15 | 3. **Progression velocity audit** — can the right players realistically complete it? |
| 16 | 4. **Free track audit** — does the free track earn its place? |
| 17 | 5. **Reward pacing audit** — when and how do good rewards land? |
| 18 | 6. **Engagement loop audit** — how does the pass create and sustain sessions? |
| 19 | 7. **Economy impact audit** — what does the pass inject into and extract from the game economy? |
| 20 | 8. **Failure pattern diagnosis** — which named anti-patterns are present? |
| 21 | 9. **Recommendations** — prioritised, specific, actionable |
| 22 | |
| 23 | --- |
| 24 | |
| 25 | ## Process |
| 26 | |
| 27 | ### 1. Define the audit target |
| 28 | |
| 29 | Clarify: |
| 30 | - Game title, genre, platform, and monetization model |
| 31 | - Pass name and current season (if live) or design stage |
| 32 | - Price point and the currency it is sold in |
| 33 | - Season duration |
| 34 | - Number of tiers on the free and premium tracks |
| 35 | - Reward types available (cosmetics, currency, gameplay items, XP boosts, etc.) |
| 36 | - Whether this is the first pass or part of an ongoing series |
| 37 | |
| 38 | If details are incomplete, note assumptions and flag them. |
| 39 | |
| 40 | --- |
| 41 | |
| 42 | ### 2. Value proposition audit |
| 43 | |
| 44 | The core question: does what the player gets justify what they pay? |
| 45 | |
| 46 | Ask: |
| 47 | - What is the price in local currency or premium currency? |
| 48 | - What is the most valuable item on the premium track, and is it available anywhere else? |
| 49 | - Does the pass return premium currency? If so, how much relative to its cost? |
| 50 | - What is the total notional value of all premium rewards (using in-game price equivalents where available)? |
| 51 | - Is the headline reward (the thing shown in marketing) gated behind completion, or available early? |
| 52 | - Are any rewards timed-exclusive, or could they return in a shop? |
| 53 | |
| 54 | Evaluate: |
| 55 | |
| 56 | **Currency return ratio** — if the pass costs 1,000 premium currency and returns 600, it is a 60% return. Below 50% is extractive. Above 80% approaches "pays for itself" territory. Flag both extremes. |
| 57 | |
| 58 | **Exclusivity value** — passes where all rewards will eventually appear elsewhere have weak value propositions. Passes where the premium track contains permanently exclusive items have strong ones. |
| 59 | |
| 60 | **Perceived value vs. real value** — a pass full of XP boosts and low-value consumables may have high notional value but low perceived value. Cosmetics and exclusive content punch above their economic weight. |
| 61 | |
| 62 | --- |
| 63 | |
| 64 | **Discount ratio** (for passes priced in real money or convertible premium currency) |
| 65 | |
| 66 | Calculate the effective discount the pass offers against buying the same content individually: |
| 67 | |
| 68 | 1. Sum the retail value of every premium track reward — use the in-game shop price for each item where available. For items only obtainable through the pass (no direct price reference), estimate using comparable items of similar type and rarity. For premium currency rewards, convert at the base purchase rate (the worst rate for the player — this is the rate an informed player would use). Flag any rewards that cannot be valued and note they are excluded. |
| 69 | 2. Divide total retail value by the pass price to get the **value multiplier**: total retail value ÷ pass price = Nx value. |
| 70 | 3. Express as a **discount percentage**: 1 − (pass price ÷ total retail value) × 100 = X% discount. |
| 71 | |
| 72 | Interpret: |
| 73 | - **Below 30% discount** (less than 1.4x value) — weak; players are paying near-retail for convenience of bundling. Likely to generate negative sentiment once community spreadsheets the math. |
| 74 | - **30–60% discount** (1.4–2.5x value) — adequate; players feel they are getting a deal, but it is not remarkable. |
| 75 | - **60–80% discount** (2.5–5x value) — strong; clear perceived value, typical of well-designed passes. Players feel rewarded for purchasing. |
| 76 | - **Above 80% discount** (5x+ value) — exceptional or inflated; verify that item valuations are realistic and not padded with low- |